UE5 editor crashes on live coding compile

I recently deleted and redownloaded UE5 to switch it from one drive to another and moved all of my projects to the same drive. When I made some changes to a project and compiled via live coding I get this error after the editor crashes.

UnrealEditor_CoreUObject!GetArchetypeFromRequiredInfoImpl() [D:\build++UE5\Sync\Engine\Source\Runtime\CoreUObject\Private\UObject\UObjectArchetype.cpp:66]
UnrealEditor_CoreUObject!UObject::GetArchetype() [D:\build++UE5\Sync\Engine\Source\Runtime\CoreUObject\Private\UObject\UObjectArchetype.cpp:203]
UnrealEditor_CoreUObject!UObject::SerializeScriptProperties() [D:\build++UE5\Sync\Engine\Source\Runtime\CoreUObject\Private\UObject\Obj.cpp:1592]
UnrealEditor_CoreUObject!UObject::SerializeScriptProperties() [D:\build++UE5\Sync\Engine\Source\Runtime\CoreUObject\Private\UObject\Obj.cpp:1571]
UnrealEditor_UnrealEd!FReloadClassReinstancer::SerializeCDOProperties'::2’::FCDOWriter::operator<<() [D:\build++UE5\Sync\Engine\Source\Editor\UnrealEd\Private\Kismet2\ReloadUtilities.cpp:267]
UnrealEditor_Core!FStructuredArchiveSlot::operator<<() [D:\build++UE5\Sync\Engine\Source\Runtime\Core\Private\Serialization\StructuredArchive.cpp:508]
UnrealEditor_CoreUObject!FObjectProperty::SerializeItem() [D:\build++UE5\Sync\Engine\Source\Runtime\CoreUObject\Private\UObject\PropertyObject.cpp:108]
UnrealEditor_CoreUObject!FPropertyTag::SerializeTaggedProperty() [D:\build++UE5\Sync\Engine\Source\Runtime\CoreUObject\Private\UObject\PropertyTag.cpp:240]
UnrealEditor_CoreUObject!UStruct::SerializeVersionedTaggedProperties() [D:\build++UE5\Sync\Engine\Source\Runtime\CoreUObject\Private\UObject\Class.cpp:1582]
UnrealEditor_CoreUObject!UStruct::SerializeTaggedProperties() [D:\build++UE5\Sync\Engine\Source\Runtime\CoreUObject\Private\UObject\Class.cpp:1271]
UnrealEditor_CoreUObject!UObject::SerializeScriptProperties() [D:\build++UE5\Sync\Engine\Source\Runtime\CoreUObject\Private\UObject\Obj.cpp:1606]
UnrealEditor_CoreUObject!UObject::SerializeScriptProperties() [D:\build++UE5\Sync\Engine\Source\Runtime\CoreUObject\Private\UObject\Obj.cpp:1571]
UnrealEditor_UnrealEd!FReloadClassReinstancer::SerializeCDOProperties() [D:\build++UE5\Sync\Engine\Source\Editor\UnrealEd\Private\Kismet2\ReloadUtilities.cpp:336]
UnrealEditor_UnrealEd!FReloadClassReinstancer::RecreateCDOAndSetupOldClassReinstancing() [D:\build++UE5\Sync\Engine\Source\Editor\UnrealEd\Private\Kismet2\ReloadUtilities.cpp:393]
UnrealEditor_UnrealEd!FReloadClassReinstancer::FReloadClassReinstancer() [D:\build++UE5\Sync\Engine\Source\Editor\UnrealEd\Private\Kismet2\ReloadUtilities.cpp:455]
UnrealEditor_UnrealEd!FReloadClassReinstancer::Create() [D:\build++UE5\Sync\Engine\Source\Editor\UnrealEd\Private\Kismet2\ReloadUtilities.cpp:126]
UnrealEditor_UnrealEd!FReload::ReinstanceClass() [D:\build++UE5\Sync\Engine\Source\Editor\UnrealEd\Private\Kismet2\ReloadUtilities.cpp:1044]
UnrealEditor_UnrealEd!FReload::Reinstance() [D:\build++UE5\Sync\Engine\Source\Editor\UnrealEd\Private\Kismet2\ReloadUtilities.cpp:1019]
UnrealEditor_CoreUObject!ProcessNewlyLoadedUObjects() [D:\build++UE5\Sync\Engine\Source\Runtime\CoreUObject\Private\UObject\UObjectBase.cpp:931]
UnrealEditor_LiveCoding!FLiveCodingModule::AttemptSyncLivePatching() [D:\build++UE5\Sync\Engine\Source\Developer\Windows\LiveCoding\Private\LiveCodingModule.cpp:474]
UnrealEditor_LiveCoding!TBaseRawMethodDelegateInstance<0,FLiveCodingModule,void __cdecl(void),FDefaultDelegateUserPolicy>::ExecuteIfSafe() [D:\build++UE5\Sync\Engine\Source\Runtime\Core\Public\Delegates\DelegateInstancesImpl.h:469]
UnrealEditor!TMulticastDelegate<void __cdecl(void),FDefaultDelegateUserPolicy>::Broadcast() [D:\build++UE5\Sync\Engine\Source\Runtime\Core\Public\Delegates\DelegateSignatureImpl.inl:967]
UnrealEditor!FEngineLoop::Tick() [D:\build++UE5\Sync\Engine\Source\Runtime\Launch\Private\LaunchEngineLoop.cpp:5459]
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