Editor Crash: Pure Virtual function being called while application was running (GIsRunning == 1) while editing Widget Blueprint

Summary

I have a widget blueprint that consistently crashes the editor while editing visual elements. Although the crash is consistent, the action and time taken to crash is variable. Dragging elements and deleting elements are two things that seem to raise the risk. I can generally make a handful of edits before it crashes, but it inevitably always does, so I save routinely and tediously restart after crash. I did try copying the widget, but this did not help. I have not yet taken the time to try recreating the blueprint from scratch given all the bindings.

Please select what you are reporting on:

Creative

What Type of Bug are you experiencing?

Stability

Steps to Reproduce

For my project, I open the blueprint and make edits, but I suspect corruption of some sort, so I don’t know how to outline reproducibility steps.

Expected Result

For the editor not to crash during routine edits.

Observed Result

Editor crashes.

Fatal error: [File:Z:\UEVFS\Root\Engine\Source\Runtime\Core\Private\Windows\WindowsPlatformMisc.cpp] [Line: 864]
Pure virtual function being called

Platform(s)

Windows 11

Took some time to track this down: It appears to have been caused by a material assigned in Brush → Image. I assign this material via a verse binding, so I could just remove it from the Image box in the editor which seems to have stopped the crash (will report back if not so, but I’ve been editing for a bit w/no crash); it is a translucent user interface material w/nothing too crazy and has one binding to scalar parameter. Maybe something w/the material redraw in editor caused the crash?