Blueprintable custom c++ class makes UE crash

Resource.cpp :

#include "BacASable.h"
#include "Resource.h"


UResource::UResource()
{
	ValueMax = 100;
	Regeneration = 1;
	ValueInit = 100;
}

void UResource::PostInitProperties()
{
	Super::PostInitProperties();

	ValueInit = FMath::Clamp(ValueInit, 0.0f, ValueMax);
	ActualValue = ValueInit;
}

void UResource::Tick(float DeltaTime)
{
	Add(DeltaTime * Regeneration);

}

bool UResource::IsTickable() const
{
	return true;
}

TStatId UResource::GetStatId() const
{
	return Super::GetStatID();
}

void UResource::Add(float Value)
{
	ActualValue = FMath::Clamp(ActualValue + Value, 0.0f, ValueMax);
}

bool UResource::IsEmpty() const
{
	return (ActualValue == 0);
}

bool UResource::IsFull() const
{
	return (ActualValue == ValueMax);
}

void UResource::ResetValueMax(float NewMax)
{
	if (ValueInit == ValueMax) {
		ValueInit = NewMax;
	}
	ValueMax = NewMax;
	ActualValue = ValueInit;
}

void UResource::MakeAsCooldown(float NewMax)
{
	if (NewMax != 0.0f)
	{
		ValueMax = NewMax;
	}
	ValueInit = 0;
	ActualValue = 0;
	Regeneration = -1;
}

Edit - I marked the topic as unresolved for this issue (I don’t know if it’s accepted)