Refactoring corrupts blueprint

From time to time, I’ll copy and paste or otherwise adjust/alter blueprint contents as part of a refactoring effort. Sometimes this works just fine, other times it causes the editor to crash and corrupts the blueprint. Any attempt to open the blueprint results in editor crashes with read access violations. (Specifically in Widget.cpp & UserWidget.cpp)

I’ve added [/Script/Engine.Blueprint] bRecompileOnLoad=false to my DefaultEngine.ini file in the hopes that i can re-access the BP and try to recover it’s state. but this doesn’t always work.

Is there a better way to handle these corruptions because i don’t want to have to revert all BP changes from the last 2-6 hours to the last committed version.