Editor crashes when opening specific blueprint

My project reopens fine. my other blueprints open fine. Soon as I open a specific blueprint, Unreal Editor crashes.

How can I recover my project?

This happened after an initial crash, I was asked if I want to open recovered files, I said yes, and could no longer open the blueprint.

Crash log:

Unhandled Exception: EXCEPTION_ACCESS_VIOLATION reading address 0x0000000000000010

UnrealEditor_SubobjectDataInterface!FChildSubobjectDataFactory::ShouldCreateSubobjectData() [D:\build++UE5\Sync\Engine\Source\Editor\SubobjectDataInterface\Private\ChildSubobjectDataFactory.cpp:20]
UnrealEditor_SubobjectDataInterface!FSubobjectFactoryManager::FindFactoryToUse() [D:\build++UE5\Sync\Engine\Source\Editor\SubobjectDataInterface\Public\SubobjectDataFactory.h:98]
UnrealEditor_SubobjectDataInterface!USubobjectDataSubsystem::CreateSubobjectData() [D:\build++UE5\Sync\Engine\Source\Editor\SubobjectDataInterface\Private\SubobjectDataSubsystem.cpp:2531]
UnrealEditor_SubobjectDataInterface!USubobjectDataSubsystem::FactoryCreateSubobjectDataWithParent() [D:\build++UE5\Sync\Engine\Source\Editor\SubobjectDataInterface\Private\SubobjectDataSubsystem.cpp:2565]
UnrealEditor_SubobjectDataInterface!USubobjectDataSubsystem::FactoryCreateInheritedBpSubobject() [D:\build++UE5\Sync\Engine\Source\Editor\SubobjectDataInterface\Private\SubobjectDataSubsystem.cpp:2653]
UnrealEditor_SubobjectDataInterface!USubobjectDataSubsystem::GatherSubobjectData() [D:\build++UE5\Sync\Engine\Source\Editor\SubobjectDataInterface\Private\SubobjectDataSubsystem.cpp:312]
UnrealEditor_SubobjectEditor!SSubobjectEditor::UpdateTree() [D:\build++UE5\Sync\Engine\Source\Editor\SubobjectEditor\Private\SSubobjectEditor.cpp:2459]
UnrealEditor_SubobjectEditor!SSubobjectBlueprintEditor::Construct() [D:\build++UE5\Sync\Engine\Source\Editor\SubobjectEditor\Private\SSubobjectBlueprintEditor.cpp:181]
UnrealEditor_Kismet!FBlueprintEditor::CreateSubobjectEditors() [D:\build++UE5\Sync\Engine\Source\Editor\Kismet\Private\BlueprintEditor.cpp:2776]
UnrealEditor_Kismet!FBlueprintEditor::CreateDefaultTabContents() [D:\build++UE5\Sync\Engine\Source\Editor\Kismet\Private\BlueprintEditor.cpp:2766]
UnrealEditor_Kismet!FBlueprintEditor::CommonInitialization() [D:\build++UE5\Sync\Engine\Source\Editor\Kismet\Private\BlueprintEditor.cpp:1945]
UnrealEditor_Kismet!FBlueprintEditor::InitBlueprintEditor() [D:\build++UE5\Sync\Engine\Source\Editor\Kismet\Private\BlueprintEditor.cpp:2177]
UnrealEditor_Kismet!FBlueprintEditorModule::CreateBlueprintEditor() [D:\build++UE5\Sync\Engine\Source\Editor\Kismet\Private\BlueprintEditorModule.cpp:280]
UnrealEditor_Kismet!FBlueprintEditorModule::CreateBlueprintEditor() [D:\build++UE5\Sync\Engine\Source\Editor\Kismet\Private\BlueprintEditorModule.cpp:271]
UnrealEditor_AssetTools!FAssetTypeActions_Blueprint::OpenAssetEditor() [D:\build++UE5\Sync\Engine\Source\Developer\AssetTools\Private\AssetTypeActions\AssetTypeActions_Blueprint.cpp:93]
UnrealEditor_UnrealEd!UAssetEditorSubsystem::OpenEditorForAsset() [D:\build++UE5\Sync\Engine\Source\Editor\UnrealEd\Private\Subsystems\AssetEditorSubsystem.cpp:377]
UnrealEditor_UnrealEd!UAssetEditorSubsystem::OpenEditorForAsset() [D:\build++UE5\Sync\Engine\Source\Editor\UnrealEd\Private\Subsystems\AssetEditorSubsystem.cpp:588]
UnrealEditor_UnrealEd!UAssetEditorSubsystem::OpenEditorsForAssets() [D:\build++UE5\Sync\Engine\Source\Editor\UnrealEd\Private\Subsystems\AssetEditorSubsystem.cpp:954]
UnrealEditor_UnrealEd!UAssetEditorSubsystem::OnConfirmRestorePreviouslyOpenAssets() [D:\build++UE5\Sync\Engine\Source\Editor\UnrealEd\Private\Subsystems\AssetEditorSubsystem.cpp:842]
UnrealEditor_UnrealEd!TBaseUObjectMethodDelegateInstance<0,UAssetEditorSubsystem,void __cdecl(void),FDefaultDelegateUserPolicy,TArray<FString,TSizedDefaultAllocator<32> > >::ExecuteIfSafe() [D:\build++UE5\Sync\Engine\Source\Runtime\Core\Public\Delegates\DelegateInstancesImpl.h:611]
UnrealEditor_Slate!SNotificationItemImpl::OnButtonClicked() [D:\build++UE5\Sync\Engine\Source\Runtime\Slate\Private\Widgets\Notifications\SNotificationList.cpp:601]
UnrealEditor_Slate!TBaseSPMethodDelegateInstance<0,SNotificationItemImpl,1,FReply __cdecl(void),FDefaultDelegateUserPolicy,TDelegate<void __cdecl(void),FDefaultDelegateUserPolicy> >::Execute() [D:\build++UE5\Sync\Engine\Source\Runtime\Core\Public\Delegates\DelegateInstancesImpl.h:290]
UnrealEditor_Slate!SButton::ExecuteOnClick() [D:\build++UE5\Sync\Engine\Source\Runtime\Slate\Private\Widgets\Input\SButton.cpp:464]
UnrealEditor_Slate!SButton::OnMouseButtonUp() [D:\build++UE5\Sync\Engine\Source\Runtime\Slate\Private\Widgets\Input\SButton.cpp:389]
UnrealEditor_Slate!<lambda_51e270ca99ea7ce852539efd04dd453f>::operator()() [D:\build++UE5\Sync\Engine\Source\Runtime\Slate\Private\Framework\Application\SlateApplication.cpp:4959]
UnrealEditor_Slate!FEventRouter::Route<FReply,FEventRouter::FToLeafmostPolicy,FPointerEvent,<lambda_51e270ca99ea7ce852539efd04dd453f> >() [D:\build++UE5\Sync\Engine\Source\Runtime\Slate\Private\Framework\Application\SlateApplication.cpp:405]
UnrealEditor_Slate!FSlateApplication::RoutePointerUpEvent() [D:\build++UE5\Sync\Engine\Source\Runtime\Slate\Private\Framework\Application\SlateApplication.cpp:4945]
UnrealEditor_Slate!FSlateApplication::ProcessMouseButtonUpEvent() [D:\build++UE5\Sync\Engine\Source\Runtime\Slate\Private\Framework\Application\SlateApplication.cpp:5493]
UnrealEditor_Slate!FSlateApplication::OnMouseUp() [D:\build++UE5\Sync\Engine\Source\Runtime\Slate\Private\Framework\Application\SlateApplication.cpp:5458]
UnrealEditor_ApplicationCore!FWindowsApplication::ProcessDeferredMessage() [D:\build++UE5\Sync\Engine\Source\Runtime\ApplicationCore\Private\Windows\WindowsApplication.cpp:2210]
UnrealEditor_ApplicationCore!FWindowsApplication::DeferMessage() [D:\build++UE5\Sync\Engine\Source\Runtime\ApplicationCore\Private\Windows\WindowsApplication.cpp:2699]
UnrealEditor_ApplicationCore!FWindowsApplication::ProcessMessage() [D:\build++UE5\Sync\Engine\Source\Runtime\ApplicationCore\Private\Windows\WindowsApplication.cpp:1078]
UnrealEditor_ApplicationCore!FWindowsApplication::AppWndProc() [D:\build++UE5\Sync\Engine\Source\Runtime\ApplicationCore\Private\Windows\WindowsApplication.cpp:916]
user32
user32
UnrealEditor_ApplicationCore!FWindowsPlatformApplicationMisc::PumpMessages() [D:\build++UE5\Sync\Engine\Source\Runtime\ApplicationCore\Private\Windows\WindowsPlatformApplicationMisc.cpp:138]
UnrealEditor!FEngineLoop::Tick() [D:\build++UE5\Sync\Engine\Source\Runtime\Launch\Private\LaunchEngineLoop.cpp:5139]
UnrealEditor!GuardedMain() [D:\build++UE5\Sync\Engine\Source\Runtime\Launch\Private\Launch.cpp:183]
UnrealEditor!GuardedMainWrapper() [D:\build++UE5\Sync\Engine\Source\Runtime\Launch\Private\Windows\LaunchWindows.cpp:147]
UnrealEditor!LaunchWindowsStartup() [D:\build++UE5\Sync\Engine\Source\Runtime\Launch\Private\Windows\LaunchWindows.cpp:283]
UnrealEditor!WinMain() [D:\build++UE5\Sync\Engine\Source\Runtime\Launch\Private\Windows\LaunchWindows.cpp:330]
UnrealEditor!__scrt_common_main_seh() [d:\a01_work\6\s\src\vctools\crt\vcstartup\src\startup\exe_common.inl:288]
kernel32
ntdll

I tried to just delete the pawn blueprint to start over and got:

CRITICAL FAILURE:
One or more assets were partially consolidated, yet still cannot be deleted for some reason. It is highly recommended that you restart the editor without saving any of the assets or packages.

Affected Assets:
Block1
Block1_C

Potentially Affected Packages:
/Game/Block1
/Game/PlayerController
/Game/Level

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