Endless loop in editor after modifying C++ components

Running 4.7.6

For a while I’ve had a sphere component as an actor’s root.

TouchSphere = PCIP.CreateDefaultSubobject<USphereComponent>(this, TEXT("TouchSphereComponent"));
TouchSphere->SetSphereRadius(1.2f, false);
RootComponent = TouchSphere;

Recently I tried removing this and then got an endless loop opening a blueprint using this C++ actor.

Call stack is here:

>	UE4Editor-BlueprintGraph.dll!TFieldIterator<UFunction>::IterateToNext() Line 2999	C++
 	UE4Editor-BlueprintGraph.dll!FindField<UFunction>(const UStruct * Owner, FName FieldName) Line 3067	C++
 	UE4Editor-BlueprintGraph.dll!FMemberReference::ResolveMember<UFunction>(UClass * SelfScope) Line 671	C++
 	UE4Editor-BlueprintGraph.dll!UK2Node_CallFunction::AllowMultipleSelfs(bool bInputAsArray) Line 1019	C++
 	UE4Editor-BlueprintGraph.dll!UEdGraphSchema_K2::CanCreateConnection(const UEdGraphPin * PinA, const UEdGraphPin * PinB) Line 1878	C++
 	UE4Editor-KismetCompiler.dll!FKismetCompilerContext::ValidateLink(const UEdGraphPin * PinA, const UEdGraphPin * PinB) Line 298	C++
 	UE4Editor-KismetCompiler.dll!FGraphCompilerContext::ValidatePin(const UEdGraphPin * Pin) Line 50	C++
 	UE4Editor-KismetCompiler.dll!FKismetCompilerContext::ValidatePin(const UEdGraphPin * Pin) Line 320	C++
 	UE4Editor-KismetCompiler.dll!FGraphCompilerContext::ValidateNode(const UEdGraphNode * Node) Line 65	C++
 	UE4Editor-KismetCompiler.dll!FKismetCompilerContext::CreateAndProcessUbergraph() Line 2752	C++
 	UE4Editor-KismetCompiler.dll!FKismetCompilerContext::CreateFunctionList() Line 3136	C++
 	UE4Editor-KismetCompiler.dll!FKismetCompilerContext::Compile() Line 3389	C++
 	UE4Editor-KismetCompiler.dll!FKismet2CompilerModule::CompileBlueprintInner(UBlueprint * Blueprint, const FKismetCompilerOptions & CompileOptions, FCompilerResultsLog & Results, TArray<UObject *,FDefaultAllocator> * ObjLoaded) Line 87	C++
 	UE4Editor-KismetCompiler.dll!FKismet2CompilerModule::CompileBlueprint(UBlueprint * Blueprint, const FKismetCompilerOptions & CompileOptions, FCompilerResultsLog & Results, FBlueprintCompileReinstancer * ParentReinstancer, TArray<UObject *,FDefaultAllocator> * ObjLoaded) Line 128	C++
 	UE4Editor-UnrealEd.dll!FKismetEditorUtilities::CompileBlueprint(UBlueprint * BlueprintObj, bool bIsRegeneratingOnLoad, bool bSkipGarbageCollection, bool bSaveIntermediateProducts, FCompilerResultsLog * pResults) Line 742	C++
 	UE4Editor-Kismet.dll!FBlueprintEditor::Compile() Line 2990	C++
 	UE4Editor-Kismet.dll!TBaseSPMethodDelegateInstance<0,FBlueprintEditor,0,TTypeWrapper<void> __cdecl(void)>::Execute() Line 282	C++
 	UE4Editor-Kismet.dll!TBaseSPMethodDelegateInstance<0,FBlueprintEditor,0,void __cdecl(void)>::ExecuteIfSafe() Line 388	C++
 	UE4Editor-Slate.dll!FUICommandList::ExecuteAction(const TSharedRef<FUICommandInfo const ,0> InUICommandInfo) Line 73	C++
 	UE4Editor-Slate.dll!SToolBarButtonBlock::OnClicked() Line 296	C++
 	UE4Editor-Slate.dll!TMemberFunctionCaller<SToolBarButtonBlock,FReply (__cdecl SToolBarButtonBlock::*)(void) __ptr64>::operator()<>() Line 161	C++
...

Putting component back in fixes endless loop, but doesn’t help me in my experiments.

Duplicate of Endless loop in editor after modifying C++ components - Programming & Scripting - Epic Developer Community Forums