BlueprintNativeEvent causing crash after loading a map

Hi. I am using gameSparks and after my mainmenu loads i send a request to gamesparks to send me my account details. After that i call a BlueprintNativeEvent as a response so i can update my player inside blueprint. This works great when i just started the game. But when i reload the map i get a nasty crash caused by:
“[Callstack] 0x00000000DE27624F UE4Editor-CoreUObject.dll!UClass::FindFunctionByName()”.

Here is my crash log: [2018.02.01-11.33.01:614][858]LogWindows: Error: === Critical error: ===[2018. -

Now i got no idea why it works 1 time but then it dosent work the seccond time. I even called the even manually with a button with UMG but i still get the crash.

Found the solution. Turns out i forgot to initialize something.

If i remember correctly i wanted to call something in a UObject, But it crashed because the UObject got catched by the Garbage Collector. To Avoid this you have to write UPROPERTY() above the UObject variable

Can you please tell what exactly it was? It seems I have faced the same issue and can’t find the solution…

Ohhh thank you a lot, it helped! I would never figure it out by myself.