Editor Crashes When Changing a Function

I created a new function inside my character blueprint. Anytime I change the same of this function or remove this function then compile the blueprint I get this error and the engine cashes. I’ve switched the character blueprint with one of my backups of it and this error still happens using the backup version.

Assertion failed: Pair != nullptr [File:D:\Build++UE4+Release-4.19+Compile\Sync\Engine\Source\Runtime\Core\Public\Containers/Map.h] [Line: 452]

UE4Editor_Core!FDebug::AssertFailed() [d:\build++ue4+release-4.19+compile\sync\engine\source\runtime\core\private\misc\assertionmacros.cpp:419]
UE4Editor_Engine!FActorComponentInstanceData::MatchesComponent() [d:\build++ue4+release-4.19+compile\sync\engine\source\runtime\engine\private\componentinstancedatacache.cpp:246]
UE4Editor_Engine!FComponentInstanceDataCache::ApplyToActor() [d:\build++ue4+release-4.19+compile\sync\engine\source\runtime\engine\private\componentinstancedatacache.cpp:436]
UE4Editor_Engine!AActor::ExecuteConstruction() [d:\build++ue4+release-4.19+compile\sync\engine\source\runtime\engine\private\actorconstruction.cpp:755]
UE4Editor_UnrealEd!FActorReplacementHelper::Finalize() [d:\build++ue4+release-4.19+compile\sync\engine\source\editor\unrealed\private\kismet2\kismetreinstanceutilities.cpp:1192]
UE4Editor_UnrealEd!FBlueprintCompileReinstancer::ReplaceInstancesOfClass_Inner() [d:\build++ue4+release-4.19+compile\sync\engine\source\editor\unrealed\private\kismet2\kismetreinstanceutilities.cpp:2082]
UE4Editor_UnrealEd!FBlueprintCompileReinstancer::BatchReplaceInstancesOfClass() [d:\build++ue4+release-4.19+compile\sync\engine\source\editor\unrealed\private\kismet2\kismetreinstanceutilities.cpp:1475]
UE4Editor_Kismet!FBlueprintCompilationManagerImpl::FlushReinstancingQueueImpl() [d:\build++ue4+release-4.19+compile\sync\engine\source\editor\kismet\private\blueprintcompilationmanager.cpp:1067]
UE4Editor_Kismet!FBlueprintCompilationManagerImpl::CompileSynchronouslyImpl() [d:\build++ue4+release-4.19+compile\sync\engine\source\editor\kismet\private\blueprintcompilationmanager.cpp:203]
UE4Editor_UnrealEd!FKismetEditorUtilities::CompileBlueprint() [d:\build++ue4+release-4.19+compile\sync\engine\source\editor\unrealed\private\kismet2\kismet2.cpp:741]
UE4Editor_Kismet!FBlueprintEditor::Compile() [d:\build++ue4+release-4.19+compile\sync\engine\source\editor\kismet\private\blueprinteditor.cpp:3180]
UE4Editor_Kismet!TBaseSPMethodDelegateInstance<0,FBlueprintEditor,0,TTypeWrapper __cdecl(void)>::Execute() [d:\build++ue4+release-4.19+compile\sync\engine\source\runtime\core\public\delegates\delegateinstancesimpl.h:269]
UE4Editor_Kismet!TBaseSPMethodDelegateInstance<0,FBlueprintEditor,0,void __cdecl(void)>::ExecuteIfSafe() [d:\build++ue4+release-4.19+compile\sync\engine\source\runtime\core\public\delegates\delegateinstancesimpl.h:345]
UE4Editor_Slate!FUICommandList::ExecuteAction() [d:\build++ue4+release-4.19+compile\sync\engine\source\runtime\slate\private\framework\commands\uicommandlist.cpp:97]
UE4Editor_Slate!SToolBarButtonBlock::OnClicked() [d:\build++ue4+release-4.19+compile\sync\engine\source\runtime\slate\private\framework\multibox\stoolbarbuttonblock.cpp:300]
UE4Editor_Slate!TMemberFunctionCaller::operator()<>() [d:\build++ue4+release-4.19+compile\sync\engine\source\runtime\core\public\delegates\delegateinstanceinterface.h:156]
UE4Editor_Slate!UE4Tuple_Private::TTupleImpl >::ApplyAfter >() [d:\build++ue4+release-4.19+compile\sync\engine\source\runtime\core\public\templates\tuple.h:498]
UE4Editor_Slate!TBaseSPMethodDelegateInstance<0,SToolBarButtonBlock,0,FReply __cdecl(void)>::Execute() [d:\build++ue4+release-4.19+compile\sync\engine\source\runtime\core\public\delegates\delegateinstancesimpl.h:269]
UE4Editor_Slate!TBaseDelegate::Execute() [d:\build++ue4+release-4.19+compile\sync\engine\source\runtime\core\public\delegates\delegatesignatureimpl.inl:537]
UE4Editor_Slate!SButton::OnMouseButtonUp() [d:\build++ue4+release-4.19+compile\sync\engine\source\runtime\slate\private\widgets\input\sbutton.cpp:282]
UE4Editor_Slate!::operator()() [d:\build++ue4+release-4.19+compile\sync\engine\source\runtime\slate\private\framework\application\slateapplication.cpp:5440]
UE4Editor_Slate!FEventRouter::Route >() [d:\build++ue4+release-4.19+compile\sync\engine\source\runtime\slate\private\framework\application\slateapplication.cpp:266]
UE4Editor_Slate!FSlateApplication::RoutePointerUpEvent() [d:\build++ue4+release-4.19+compile\sync\engine\source\runtime\slate\private\framework\application\slateapplication.cpp:5429]
UE4Editor_Slate!FSlateApplication::ProcessMouseButtonUpEvent() [d:\build++ue4+release-4.19+compile\sync\engine\source\runtime\slate\private\framework\application\slateapplication.cpp:5927]
UE4Editor_Slate!FSlateApplication::OnMouseUp() [d:\build++ue4+release-4.19+compile\sync\engine\source\runtime\slate\private\framework\application\slateapplication.cpp:5907]
UE4Editor_ApplicationCore!FWindowsApplication::ProcessDeferredMessage() [d:\build++ue4+release-4.19+compile\sync\engine\source\runtime\applicationcore\private\windows\windowsapplication.cpp:1726]
UE4Editor_ApplicationCore!FWindowsApplication::DeferMessage() [d:\build++ue4+release-4.19+compile\sync\engine\source\runtime\applicationcore\private\windows\windowsapplication.cpp:2172]
UE4Editor_ApplicationCore!FWindowsApplication::ProcessMessage() [d:\build++ue4+release-4.19+compile\sync\engine\source\runtime\applicationcore\private\windows\windowsapplication.cpp:889]
UE4Editor_ApplicationCore!FWindowsApplication::AppWndProc() [d:\build++ue4+release-4.19+compile\sync\engine\source\runtime\applicationcore\private\windows\windowsapplication.cpp:726]
user32
user32
UE4Editor_ApplicationCore!FWindowsPlatformApplicationMisc::PumpMessages() [d:\build++ue4+release-4.19+compile\sync\engine\source\runtime\applicationcore\private\windows\windowsplatformapplicationmisc.cpp:129]

UE4Editor!FEngineLoop::Tick() [d:\build++ue4+release-4.19+compile\sync\engine\source\runtime\launch\private\launchengineloop.cpp:3263]
UE4Editor!GuardedMain() [d:\build++ue4+release-4.19+compile\sync\engine\source\runtime\launch\private\launch.cpp:166]
UE4Editor!GuardedMainWrapper() [d:\build++ue4+release-4.19+compile\sync\engine\source\runtime\launch\private\windows\launchwindows.cpp:134]
UE4Editor!WinMain() [d:\build++ue4+release-4.19+compile\sync\engine\source\runtime\launch\private\windows\launchwindows.cpp:210]
UE4Editor!__scrt_common_main_seh() [f:\dd\vctools\crt\vcstartup\src\startup\exe_common.inl:253]
kernel32
ntdll

I seem to have solved this problem by creating a duplicate of the blueprint and then deleting the original and replacing all references with the duplicate.