Possible Blueprint/Struct Corruption with Widget/Character BP?

I have been working on a turn based game for a while now, but I started to get errors a few days ago. About two days since I last changed my Widget blueprint, which is used for my move selection in battle, I started to get a compiling error. This error was caused by a pin that was getting disconnected from a variable that was casted to get the current moves known by my character, and only when I started up the editor.

I tried deleting the variable and replacing it with another one but the same problem still existed. I then tried creating a struct that held the held the same information and it seemed to work fine when I tested the game in the editor, but when I restarted the editor I kept crashing at 93-96%. I have temporary moved the Character BP out of the project and the project opened just fine. I then proceeded to move the Character BP back into the Project which causes the Editor to crash when I try to open it or right clicking on it. I then tried moving the new struct out of the Project which still allowed me to open the project, but of course I got compiling errors because of a missing variable.

I cannot seem to find a solution to this problem that doesn’t cause the editor to crash and doesn’t cause my pins to get disconnected upon startup. I don’t want to have to rebuild my project because I have a lot of work that already has been put into it. I appreciate any help that I can get, thank you.

Post Screenshots of your implementation please.

Also, check out this answer

Basically circular dependencies.

Here is the screenshots where the variable is being called. In Character BP it is called so I can set it’s values, the for each loop in my widget is so I can display buttons with the name of the move, and the get array element in the same widget BP is so I can call the move once the player has selected it.
I have tried renaming the variable as well and deleting it and its references and then replacing them with a new one but the problem still persists.