Editor crashes after compile c++ source

It always crashes after add or modifies c++ source.
And I tried to report this to the Unreal Engine Bug Submission page, but it doesn’t give any responses after submitting.

link text

Unhandled exception at 0x00007FFBDDBB0DE8 (UE4Editor-CoreUObject.dll) in UE4Editor.exe: 0xC0000005: Access violation reading location 0x00007F0200000018.

[Disassembly]
		// Serialize the field as FFieldPath
		TFieldPath<FField> PropertyPath(Value);
00007FFBDDBB0DD9  mov         rdx,qword ptr [rsi]  
00007FFBDDBB0DDC  xor         r12d,r12d  
00007FFBDDBB0DDF  test        rdx,rdx  
00007FFBDDBB0DE2  je          FPropertyProxyArchive::operator<<+4Eh (07FFBDDBB0DEEh)  
00007FFBDDBB0DE4  mov         rax,qword ptr [rdx+8]  
00007FFBDDBB0DE8  test        byte ptr [rax+18h],1  	// exception from here
00007FFBDDBB0DEC  jne         FPropertyProxyArchive::operator<<+51h (07FFBDDBB0DF1h)  
00007FFBDDBB0DEE  mov         rdx,r12  
00007FFBDDBB0DF1  xorps       xmm0,xmm0  
00007FFBDDBB0DF4  movdqu      xmmword ptr [rbp-49h],xmm0  
00007FFBDDBB0DF9  mov         dword ptr [rbp-39h],r12d  
00007FFBDDBB0DFD  mov         dword ptr [rbp-35h],0FFFFFFFFh  
00007FFBDDBB0E04  mov         dword ptr [rbp-31h],r12d  
00007FFBDDBB0E08  mov         qword ptr [rbp-29h],r12  
00007FFBDDBB0E0C  mov         qword ptr [rbp-21h],r12  
00007FFBDDBB0E10  lea         rcx,[rbp-49h]  
00007FFBDDBB0E14  call        FFieldPath::Generate (07FFBDDCE8120h)  
00007FFBDDBB0E19  nop  
		*this << PropertyPath;
		
		
[CallStack]
[Inline Frame] UE4Editor-CoreUObject.dll!FField::HasAnyCastFlags(const unsigned __int64) Line 499
	at D:\Build\++UE4\Sync\Engine\Source\Runtime\CoreUObject\Public\UObject\Field.h(499)
[Inline Frame] UE4Editor-CoreUObject.dll!CastField(FField *) Line 796
	at D:\Build\++UE4\Sync\Engine\Source\Runtime\CoreUObject\Public\UObject\Field.h(796)
[Inline Frame] UE4Editor-CoreUObject.dll!TFieldPath::{ctor}(FField * InProperty, TFieldPath::EDummy1) Line 328
	at D:\Build\++UE4\Sync\Engine\Source\Runtime\CoreUObject\Public\UObject\FieldPath.h(328)
UE4Editor-CoreUObject.dll!FPropertyProxyArchive::operator<<(FField * & Value) Line 45
	at D:\Build\++UE4\Sync\Engine\Source\Runtime\CoreUObject\Public\UObject\PropertyProxyArchive.h(45)
[Inline Frame] UE4Editor-CoreUObject.dll!operator<<(FArchive &) Line 93
	at D:\Build\++UE4\Sync\Engine\Source\Runtime\CoreUObject\Public\UObject\UnrealType.h(93)
UE4Editor-CoreUObject.dll!UStruct::SerializeExpr(int & iCode, FArchive & Ar) Line 222
	at D:\Build\++UE4\Sync\Engine\Source\Runtime\CoreUObject\Public\UObject\ScriptSerialization.h(222)
UE4Editor-CoreUObject.dll!UStruct::SerializeExpr(int & iCode, FArchive & Ar) Line 314
	at D:\Build\++UE4\Sync\Engine\Source\Runtime\CoreUObject\Public\UObject\ScriptSerialization.h(314)
UE4Editor-CoreUObject.dll!UStruct::Serialize(FArchive & Ar) Line 1925
	at D:\Build\++UE4\Sync\Engine\Source\Runtime\CoreUObject\Private\UObject\Class.cpp(1925)
UE4Editor-CoreUObject.dll!UFunction::Serialize(FArchive & Ar) Line 5555
	at D:\Build\++UE4\Sync\Engine\Source\Runtime\CoreUObject\Private\UObject\Class.cpp(5555)
[Inline Frame] UE4Editor-HotReload.dll!FHotReloadModule::ReplaceReferencesToReconstructedCDOs::__l2::FFindRefTask::DoWork() Line 983
	at D:\Build\++UE4\Sync\Engine\Source\Developer\HotReload\Private\HotReload.cpp(983)
UE4Editor-HotReload.dll!FAsyncTask