Editor crashes when opening blueprint that uses C++ Enum

Hello!

Note: reverting changes doesn’t solve the issue

My code contains blueprints and a couple of functions and enums in C++. I moved around my C++ code, and now, when I’m trying to open those blueprints that used C++ enums, editor crashed. I can use the C++ functions in my new blueprints, but cannot open old ones that use them. I didn’t make any changes to C++ code or blueprints, just renamed C++ files (tried to revert all those changes back, didn’t help). I also tried to migrate code to a fresh project; same issue. I suppose the issue is that Unreal looks up a reference to a C++ class and can’t find it. I have no idea how to restore the references.

I’d be happy with any sort of solution, such as going through every occurrence of the C++ enums and replacing them with new references, or having those nodes removed, anything that would let me open my blueprints :frowning:

Just in case, here’s the crash log:

LoginId:8f0a5ac7407a475fa96a178a8e69306b
EpicAccountId:3f19310edced4ab1be3aea7dd7ef303e

Access violation - code c0000005 (first/second chance not available)

UE4Editor_CoreUObject!FPropertyTag::FPropertyTag() [d:\build\++ue4+release-4.15+compile\sync\engine\source\runtime\coreuobject\private\uobject\propertytag.cpp:58]
UE4Editor_CoreUObject!UStruct::SerializeTaggedProperties() [d:\build\++ue4+release-4.15+compile\sync\engine\source\runtime\coreuobject\private\uobject\class.cpp:1165]
UE4Editor_CoreUObject!UObject::SerializeScriptProperties() [d:\build\++ue4+release-4.15+compile\sync\engine\source\runtime\coreuobject\private\uobject\obj.cpp:1155]

full log: https://pastebin.com/R2g9mHsi