I've deleted a spline point in a blueprint and the entire project is broken.

I got the following crash message in Unreal Engine 5 after deleting a spline point in my blueprint. I can’t open the project file now, it just crashes before it opens.
Can I do something to fix this issue and be able to open the project or is it completely broken?

Also, for the love of god, fix the splines, I’ve been getting crashes every 30 minutes over the simplest things.

Also also, I tried to post this question and got the following error:
“An error occurred: You are not permitted to view the requested resource.”

This message doesn’t explain at all what the problem was, I had to google it. What a disaster.

LoginId:8533da9240a6de0c03a7e0a57062866b
EpicAccountId:2399210d8c944395ae17ef137803ad93

Assertion failed: Rotation.Points.Num() == NumPoints && Scale.Points.Num() == NumPoints [File:D:\build++UE5\Sync\Engine\Source\Runtime\Engine\Private\Components\SplineComponent.cpp] [Line: 206]

UnrealEditor_Engine!FSplineCurves::UpdateSpline() [D:\build++UE5\Sync\Engine\Source\Runtime\Engine\Private\Components\SplineComponent.cpp:206]
UnrealEditor_Engine!USplineComponent::UpdateSpline() [D:\build++UE5\Sync\Engine\Source\Runtime\Engine\Private\Components\SplineComponent.cpp:262]
UnrealEditor_Engine!USplineComponent::ApplyComponentInstanceData() [D:\build++UE5\Sync\Engine\Source\Runtime\Engine\Private\Components\SplineComponent.cpp:2247]
UnrealEditor_Engine!FComponentInstanceDataCache::ApplyToActor() [D:\build++UE5\Sync\Engine\Source\Runtime\Engine\Private\ComponentInstanceDataCache.cpp:780]
UnrealEditor_Engine!AActor::ExecuteConstruction() [D:\build++UE5\Sync\Engine\Source\Runtime\Engine\Private\ActorConstruction.cpp:901]
UnrealEditor_Engine!AActor::RerunConstructionScripts() [D:\build++UE5\Sync\Engine\Source\Runtime\Engine\Private\ActorConstruction.cpp:588]
UnrealEditor_Engine!FActorDeferredScriptManager::ProcessAsyncTasks() [D:\build++UE5\Sync\Engine\Source\Runtime\Engine\Private\ActorDeferredScriptManager.cpp:254]
UnrealEditor_Engine!FAssetCompilingManager::ProcessAsyncTasks() [D:\build++UE5\Sync\Engine\Source\Runtime\Engine\Private\AssetCompilingManager.cpp:609]
UnrealEditor!FEngineLoop::Tick() [D:\build++UE5\Sync\Engine\Source\Runtime\Launch\Private\LaunchEngineLoop.cpp:5963]
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

This might let you open the project:
Move the Blueprint to a location outside the Content folder temporarily. This will break all references but it might let you open the blueprint too. After you fix the issue, move it the same way back, maybe the references will be automatically fixed, maybe not. For me, it removed all instances of that blueprint from all levels :smiling_face_with_three_hearts:
Don’t be lazy with your daily backups of the project.

It looks like the problem is happening in a construction script.

If you have any code in the construction script I would start with clipping the execution line in your Blueprint, maybe it will stop crashing.

Also I suggest that you don’t have any code in the construction script unless you want to show something in the level editor.

BeginPlay is much less prone to crashing the engine.

Maybe you can open the project file in some other (or empty) level that Blueprint is not in.

Else you might need to move it and hope you can open it again or worst case delete the Blueprint and start again.