Calling a Dynamic Multicast Delegate Broadcast from a custom UFUNCTION cause a Stack Overflow

Hello, I’m making a C++ plugin and I try to do everything from C++ to ensure everything is fine and doable with C++ only. It’s an event based airlock system.
My problem is for exemple, when I want to open the door, I first call my prioritary function for the door then want to broadcast the Bound function with the delegate but it’s causing a Stack Overflow even if I don’t bind anything to the delegate. Broadcasting after the call of my function cause no problem however.
Is this a bug or intended ?


After countless of tests, this is not due to what the title says apparently.
I checked what my delegate was bound to after I deleted (commented) every binding to it by iterating through GetAllObjectsEvenIfUnreachable and printing the name of these object in the tick. My delegate was bound to a function of its owning class (AirlockDoorBase). Unfortunatly I can’t know what this function is but in the BeginPlay I do RemoveAll(this) which Unbind every function of “this” class and it works ! This is clearly a bug in my opinion since no other delegate of this class have this problem. This is like chasing a ghost I know something is wrong somewhere but I can’t catch it.