Exception handling - Editor crashes on wrong defined mesh

I’m currently working on custom generated meshes in C++ - I make new FRawMesh object, put all vertex and texture data in it and save it by SaveRawMesh method of FRawMeshBulkData class (all from RawMesh.h). After this, I use set of functions:

SV->StaticMesh->MarkPackageDirty();
SV->StaticMesh->Build();
SV->MarkRenderStateDirty();
FlushRenderingCommands();

(SV is an UStaticMeshComponent class object). Now if I declare everything correct, I get in game simple object, a plane for example. When I define anything wrong - bad size of some of arrays in FRawMesh object - I get a crash of whole editor - even on SSD it gets me a 20-30 seconds of loading, which is pretty annoying after 50+ times. I tried to get standard exception handling by try{}catch(){}, but apparently this is beyond standard C++.

What I want is to get any other way than starting UE4 over and over again. It could be anything - other method of checking if program runs correctly (maybe by running it from command in cmd?), or some extraordinary, UE exclusive exception handling. Maybe some debugging method - I’m pretty new in VSC++, maybe I didn’t notice something obvious.

Also, I tried to use the IsValid() method of FRawMesh class - in fact it guards my program from uploading mesh if IsValid returns false. Still, I have crash after compiling.