Crash during collision between 2 actors

I’m trying to program a Brick Game and UE4 crash when the ball hit a brick.

The Box_Collision code line seem to cause problem. When I substract it, UE4 dont crash anymore.

void ABrickObject::BeginPlay()
{
	Super::BeginPlay();
	
	Box_Collision -> OnComponentBeginOverlap.AddDynamic(this, &ABrickObject::OnOverlapBegin);
}

That is the complete .cpp of my brick object:

// Fill out your copyright notice in the Description page of Project Settings.


#include "BrickObject.h"
#include "Components/StaticMeshComponent.h"
#include "Components/BoxComponent.h"
#include "Ball.h"

// Sets default values
ABrickObject::ABrickObject()
{
 	// Set this actor to call Tick() every frame.  You can turn this off to improve performance if you don't need it.
	PrimaryActorTick.bCanEverTick = true;

	SM_Brick = CreateDefaultSubobject<UStaticMeshComponent>(TEXT("Brick"));

	SM_Brick ->SetCollisionEnabled(ECollisionEnabled::QueryAndPhysics);

	Box_Collision = CreateDefaultSubobject<UBoxComponent>(TEXT("Box Collision"));

	Box_Collision -> SetBoxExtent(FVector(25.0f, 10.0f, 10.0f));

	Box_Collision -> SetCollisionEnabled(ECollisionEnabled::QueryAndPhysics);

	RootComponent = Box_Collision;

}

// Called when the game starts or when spawned
void ABrickObject::BeginPlay()
{
	Super::BeginPlay();
	
	Box_Collision -> OnComponentBeginOverlap.AddDynamic(this, &ABrickObject::OnOverlapBegin);
	
}

// Called every frame
void ABrickObject::Tick(float DeltaTime)
{
	Super::Tick(DeltaTime);


}

void ABrickObject::OnOverlapBegin(UPrimitiveComponent* OverlappedComp, AActor* OtherActor, 
			UPrimitiveComponent* OtherComp, int32 OtherBodyIndexType, bool bFromSweep, const FHitResult & SweepResult)
			{
					if (OtherActor -> ActorHasTag("Ball"))
					{
						ABall* MyBall = Cast<ABall>(OtherActor);

						FVector BallVelocity = MyBall->GetVelocity();
						BallVelocity *= (SpeedModifierOnBounce - 1.0f);

						MyBall -> GetBall()-> SetPhysicsLinearVelocity(BallVelocity, true);

						FTimerHandle UnusedHandle;
						GetWorldTimerManager().SetTimer(UnusedHandle, this, &ABrickObject::DestroyBrick, 0.1f, false);

						
					}
			}

void ABrickObject::DestroyBrick()
{
	this -> Destroy();
}			

do you see what can be the problem?

Thanks for your help,

Hi there, can you also add log message from crash report?