Editor crashes when adding a variable to structures

Hi! I add a variable to the structure and after that the engine freezes for a few seconds and then crashes

Here is the log:

Unhandled Exception: EXCEPTION_ACCESS_VIOLATION reading address 0xffffffffffffffff

UnrealEditor_CoreUObject!FField::GetOwnerClass() [D:\build\++UE5\Sync\Engine\Source\Runtime\CoreUObject\Private\UObject\Field.cpp:356]
UnrealEditor_Kismet!FBlueprintCompilationManagerImpl::FFixupBytecodeReferences::operator<<() [D:\build\++UE5\Sync\Engine\Source\Editor\Kismet\Private\BlueprintCompilationManager.cpp:3602]
UnrealEditor_CoreUObject!FPropertyProxyArchive::operator<<() [D:\build\++UE5\Sync\Engine\Source\Runtime\CoreUObject\Public\UObject\PropertyProxyArchive.h:46]
UnrealEditor_CoreUObject!UStruct::SerializeExpr() [D:\build\++UE5\Sync\Engine\Source\Runtime\CoreUObject\Public\UObject\ScriptSerialization.h:222]
UnrealEditor_CoreUObject!UStruct::SerializeExpr() [D:\build\++UE5\Sync\Engine\Source\Runtime\CoreUObject\Public\UObject\ScriptSerialization.h:318]
UnrealEditor_CoreUObject!UStruct::SerializeExpr() [D:\build\++UE5\Sync\Engine\Source\Runtime\CoreUObject\Private\UObject\Class.cpp:2373]
UnrealEditor_CoreUObject!UStruct::Serialize() [D:\build\++UE5\Sync\Engine\Source\Runtime\CoreUObject\Private\UObject\Class.cpp:2168]
UnrealEditor_CoreUObject!UFunction::Serialize() [D:\build\++UE5\Sync\Engine\Source\Runtime\CoreUObject\Private\UObject\Class.cpp:6860]
UnrealEditor_Kismet!FBlueprintCompilationManagerImpl::FlushCompilationQueueImpl() [D:\build\++UE5\Sync\Engine\Source\Editor\Kismet\Private\BlueprintCompilationManager.cpp:1786]
UnrealEditor_Kismet!FBlueprintCompilationManagerImpl::CompileSynchronouslyImpl() [D:\build\++UE5\Sync\Engine\Source\Editor\Kismet\Private\BlueprintCompilationManager.cpp:313]
UnrealEditor_Kismet!FBlueprintCompilationManager::CompileSynchronously() [D:\build\++UE5\Sync\Engine\Source\Editor\Kismet\Private\BlueprintCompilationManager.cpp:3716]
UnrealEditor_UnrealEd!FBlueprintEditorUtils::MarkBlueprintAsStructurallyModified() [D:\build\++UE5\Sync\Engine\Source\Editor\UnrealEd\Private\Kismet2\BlueprintEditorUtils.cpp:1878]
UnrealEditor_KismetCompiler!TSparseArray<TSetElement<UUserDefinedStruct * __ptr64>,TSparseArrayAllocator<TSizedDefaultAllocator<32>,FDefaultBitArrayAllocator> >::operator=() [D:\build\++UE5\Sync\Engine\Source\Editor\KismetCompiler\Private\UserDefinedStructureCompilerUtils.cpp:483]
UnrealEditor_UnrealEd!TMapBase<AActor * __ptr64,TArray<AActor * __ptr64,TSizedDefaultAllocator<32> >,FDefaultSetAllocator,TDefaultMapHashableKeyFuncs<AActor * __ptr64,TArray<AActor * __ptr64,TSizedDefaultAllocator<32> >,0> >::FindOrAddImpl<AActor * __ptr64 c() [D:\build\++UE5\Sync\Engine\Source\Editor\UnrealEd\Private\Kismet2\BlueprintEditorUtils.cpp:10251]
UnrealEditor_UnrealEd!FBlueprintEditorUtils::FindScriptStructsInNodes() [D:\build\++UE5\Sync\Engine\Source\Editor\UnrealEd\Private\Kismet2\BlueprintEditorUtils.cpp:10292]
UnrealEditor_KismetCompiler!FUserDefinedStructureCompilerUtils::CompileStruct() [D:\build\++UE5\Sync\Engine\Source\Editor\KismetCompiler\Private\UserDefinedStructureCompilerUtils.cpp:488]
UnrealEditor_KismetCompiler!FKismet2CompilerModule::CompileStructure() [D:\build\++UE5\Sync\Engine\Source\Editor\KismetCompiler\Private\KismetCompilerModule.cpp:74]
UnrealEditor_UnrealEd!FStructureEditorUtils::CompileStructure() [D:\build\++UE5\Sync\Engine\Source\Editor\UnrealEd\Private\Kismet2\StructureEditorUtils.cpp:558]
UnrealEditor_UnrealEd!FStructureEditorUtils::AddVariable() [D:\build\++UE5\Sync\Engine\Source\Editor\UnrealEd\Private\Kismet2\StructureEditorUtils.cpp:308]
UnrealEditor_Kismet!FUserDefinedStructureEditor::OnAddNewField() [D:\build\++UE5\Sync\Engine\Source\Editor\Kismet\Private\UserDefinedStructureEditor.cpp:535]
UnrealEditor_Kismet!V::TBaseSPMethodDelegateInstance::Execute() [D:\build\++UE5\Sync\Engine\Source\Runtime\Core\Public\Delegates\DelegateInstancesImpl.h:281]
UnrealEditor_Slate!SButton::ExecuteOnClick() [D:\build\++UE5\Sync\Engine\Source\Runtime\Slate\Private\Widgets\Input\SButton.cpp:465]
UnrealEditor_Slate!SButton::OnMouseButtonUp() [D:\build\++UE5\Sync\Engine\Source\Runtime\Slate\Private\Widgets\Input\SButton.cpp:390]
UnrealEditor_Slate!TArray<TSharedRef<SWindow,1>,TSizedDefaultAllocator<32> >::RemoveAll<`TArray<TSharedRef<SWindow,1>,TSizedDefaultAllocator<32> >::Remove'::`2'::<lambda_1> >() [D:\build\++UE5\Sync\Engine\Source\Runtime\Slate\Private\Framework\Application\SlateApplication.cpp:442]
UnrealEditor_Slate!FSlateApplication::RoutePointerUpEvent() [D:\build\++UE5\Sync\Engine\Source\Runtime\Slate\Private\Framework\Application\SlateApplication.cpp:5279]
UnrealEditor_Slate!FSlateApplication::ProcessMouseButtonUpEvent() [D:\build\++UE5\Sync\Engine\Source\Runtime\Slate\Private\Framework\Application\SlateApplication.cpp:5857]
UnrealEditor_Slate!FSlateApplication::OnMouseUp() [D:\build\++UE5\Sync\Engine\Source\Runtime\Slate\Private\Framework\Application\SlateApplication.cpp:5813]
UnrealEditor_ApplicationCore!FWindowsApplication::ProcessDeferredMessage() [D:\build\++UE5\Sync\Engine\Source\Runtime\ApplicationCore\Private\Windows\WindowsApplication.cpp:2243]
UnrealEditor_ApplicationCore!FWindowsApplication::DeferMessage() [D:\build\++UE5\Sync\Engine\Source\Runtime\ApplicationCore\Private\Windows\WindowsApplication.cpp:2750]
UnrealEditor_ApplicationCore!FWindowsApplication::ProcessMessage() [D:\build\++UE5\Sync\Engine\Source\Runtime\ApplicationCore\Private\Windows\WindowsApplication.cpp:1919]
UnrealEditor_ApplicationCore!FWindowsApplication::AppWndProc() [D:\build\++UE5\Sync\Engine\Source\Runtime\ApplicationCore\Private\Windows\WindowsApplication.cpp:929]
user32
user32
UnrealEditor_ApplicationCore!FWindowsPlatformApplicationMisc::PumpMessages() [D:\build\++UE5\Sync\Engine\Source\Runtime\ApplicationCore\Private\Windows\WindowsPlatformApplicationMisc.cpp:145]
UnrealEditor!FEngineLoop::Tick() [D:\build\++UE5\Sync\Engine\Source\Runtime\Launch\Private\LaunchEngineLoop.cpp:5839]
UnrealEditor!GuardedMain() [D:\build\++UE5\Sync\Engine\Source\Runtime\Launch\Private\Launch.cpp:180]
UnrealEditor!GuardedMainWrapper() [D:\build\++UE5\Sync\Engine\Source\Runtime\Launch\Private\Windows\LaunchWindows.cpp:118]
UnrealEditor!LaunchWindowsStartup() [D:\build\++UE5\Sync\Engine\Source\Runtime\Launch\Private\Windows\LaunchWindows.cpp:258]
UnrealEditor!WinMain() [D:\build\++UE5\Sync\Engine\Source\Runtime\Launch\Private\Windows\LaunchWindows.cpp:298]
UnrealEditor!__scrt_common_main_seh() [D:\a\_work\1\s\src\vctools\crt\vcstartup\src\startup\exe_common.inl:288]
kernel32
ntdll

Can someone tell me how to fix this problem?

Guessing here but:
You probably used this structure elsewhere, when you change its declaration, some place where you used it has old memory structure (old version of that class/struct). So things that read members of it get wrong data, that probably crashes next node in chain that gets wrong data in.

So find all uses of that struct, and mark them for easy find then disconnect them (add 2 redirectors, remove wire between, make gap in wires but in a way you can tell where to restore it)