Engine Crashing everytime trying to interact with the node

Summary

Every time i try to delete the Write to Niagara Data Channel node or change the channel the engine crashes, this behaviour is same in 2 more actors where that node is present.

What Type of Bug are you experiencing?

Gameplay

Steps to Reproduce

i was just changing the NDC and its crashes

Expected Result

to delete the node

Observed Result

engine crashing

Affects Versions

5.7

Platform(s)

Android

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For crash reports, include your callstack

Unhandled Exception: EXCEPTION_ACCESS_VIOLATION reading address 0x000001ff00048b25

UnrealEditor_Core!FNameEntry::AppendNameToString() [D:\build++UE5\Sync\Engine\Source\Runtime\Core\Private\UObject\UnrealNames.cpp:2534]
UnrealEditor_Core!FName::AppendString() [D:\build++UE5\Sync\Engine\Source\Runtime\Core\Private\UObject\UnrealNames.cpp:3773]
UnrealEditor_CoreUObject!UObjectBaseUtility::GetPathName() [D:\build++UE5\Sync\Engine\Source\Runtime\CoreUObject\Private\UObject\UObjectBaseUtility.cpp:77]
UnrealEditor_CoreUObject!UObjectBaseUtility::GetPathName() [D:\build++UE5\Sync\Engine\Source\Runtime\CoreUObject\Private\UObject\UObjectBaseUtility.cpp:52]
UnrealEditor_CoreUObject!UObjectBaseUtility::GetPathName() [D:\build++UE5\Sync\Engine\Source\Runtime\CoreUObject\Private\UObject\UObjectBaseUtility.cpp:42]
UnrealEditor_UnrealEd!FBlueprintEditorUtils::FindBlueprintForNodeChecked() [D:\build++UE5\Sync\Engine\Source\Editor\UnrealEd\Private\Kismet2\BlueprintEditorUtils.cpp:1997]
UnrealEditor_BlueprintGraph!UEdGraphSchema_K2::BreakPinLinks() [D:\build++UE5\Sync\Engine\Source\Editor\BlueprintGraph\Private\EdGraphSchema_K2.cpp:4723]
UnrealEditor_Engine!UEdGraphSchema::BreakNodeLinks() [D:\build++UE5\Sync\Engine\Source\Runtime\Engine\Private\EdGraph\EdGraphSchema.cpp:627]
UnrealEditor_BlueprintGraph!UEdGraphSchema_K2::BreakNodeLinks() [D:\build++UE5\Sync\Engine\Source\Editor\BlueprintGraph\Private\EdGraphSchema_K2.cpp:4712]
UnrealEditor_UnrealEd!FBlueprintEditorUtils::RemoveNode() [D:\build++UE5\Sync\Engine\Source\Editor\UnrealEd\Private\Kismet2\BlueprintEditorUtils.cpp:2784]
UnrealEditor_Kismet!FBlueprintEditor::DeleteSelectedNodes() [D:\build++UE5\Sync\Engine\Source\Editor\Kismet\Private\BlueprintEditor.cpp:7257]
UnrealEditor_Kismet!TBaseSPMethodDelegateInstance<0,FBlueprintEditor,1,void __cdecl(void),FDefaultDelegateUserPolicy>::ExecuteIfSafe() [D:\build++UE5\Sync\Engine\Source\Runtime\Core\Public\Delegates\DelegateInstancesImpl.h:325]
UnrealEditor_Slate!FUIAction::Execute() [D:\build++UE5\Sync\Engine\Source\Runtime\Slate\Public\Framework\Commands\UIAction.h:139]
UnrealEditor_Slate!FUICommandList::ConditionalProcessCommandBindings() [D:\build++UE5\Sync\Engine\Source\Runtime\Slate\Private\Framework\Commands\UICommandList.cpp:235]
UnrealEditor_Slate!FUICommandList::ProcessCommandBindings() [D:\build++UE5\Sync\Engine\Source\Runtime\Slate\Private\Framework\Commands\UICommandList.cpp:179]
UnrealEditor_GraphEditor!SGraphEditorImpl::OnKeyDown() [D:\build++UE5\Sync\Engine\Source\Editor\GraphEditor\Private\SGraphEditorImpl.cpp:169]
UnrealEditor_Slate!FEventRouter::Route<FReply,FEventRouter::FBubblePolicy,FKeyEvent,FSlateApplication::ProcessKeyDownEvent'::22’::<lambda_2> >() [D:\build++UE5\Sync\Engine\Source\Runtime\Slate\Private\Framework\Application\SlateApplication.cpp:464]
UnrealEditor_Slate!FSlateApplication::ProcessKeyDownEvent() [D:\build++UE5\Sync\Engine\Source\Runtime\Slate\Private\Framework\Application\SlateApplication.cpp:4957]
UnrealEditor_Slate!FSlateApplication::OnKeyDown() [D:\build++UE5\Sync\Engine\Source\Runtime\Slate\Private\Framework\Application\SlateApplication.cpp:4868]
UnrealEditor_ApplicationCore!FWindowsApplication::ProcessDeferredMessage() [D:\build++UE5\Sync\Engine\Source\Runtime\ApplicationCore\Private\Windows\WindowsApplication.cpp:3257]
UnrealEditor_ApplicationCore!FWindowsApplication::DeferMessage() [D:\build++UE5\Sync\Engine\Source\Runtime\ApplicationCore\Private\Windows\WindowsApplication.cpp:4120]
UnrealEditor_ApplicationCore!FWindowsApplication::ProcessMessage() [D:\build++UE5\Sync\Engine\Source\Runtime\ApplicationCore\Private\Windows\WindowsApplication.cpp:2355]
UnrealEditor_ApplicationCore!FWindowsApplication::AppWndProc() [D:\build++UE5\Sync\Engine\Source\Runtime\ApplicationCore\Private\Windows\WindowsApplication.cpp:2148]
user32
user32
UnrealEditor_ApplicationCore!FWindowsPlatformApplicationMisc::PumpMessages() [D:\build++UE5\Sync\Engine\Source\Runtime\ApplicationCore\Private\Windows\WindowsPlatformApplicationMisc.cpp:153]
UnrealEditor!FEngineLoop::Tick() [D:\build++UE5\Sync\Engine\Source\Runtime\Launch\Private\LaunchEngineLoop.cpp:5753]
UnrealEditor!GuardedMain() [D:\build++UE5\Sync\Engine\Source\Runtime\Launch\Private\Launch.cpp:190]
UnrealEditor!GuardedMainWrapper() [D:\build++UE5\Sync\Engine\Source\Runtime\Launch\Private\Windows\LaunchWindows.cpp:123]
UnrealEditor!LaunchWindowsStartup() [D:\build++UE5\Sync\Engine\Source\Runtime\Launch\Private\Windows\LaunchWindows.cpp:277]
UnrealEditor!WinMain() [D:\build++UE5\Sync\Engine\Source\Runtime\Launch\Private\Windows\LaunchWindows.cpp:334]
UnrealEditor!__scrt_common_main_seh() [D:\a_work\1\s\src\vctools\crt\vcstartup\src\startup\exe_common.inl:288]
kernel32
ntdll