[Crash] When saving assets

Hi Guys,

Hope anyone could help me. I make an Actor class and C++ and then make a blueprint Actor derived from the class. At first, I want to use the UTextRenderComponent. So I code this in the C++ header

UPROPERTY(VisibleAnywhere, Category = "Text")
UTextRenderComponent* ActorText;

and in C++ class

 ActorText = Initializer.CreateDefaultSubobject<UTextRenderComponent>(this, TEXT("Title"));
ActorText->AttachParent = RootComponent;

I compile and run UE Editor from Visual Studio. It works and there is a UTextRendererComponent. But when I saved it, it crash and show the following stack

I removed the UTextRenderComponent from the Actor class, there was no crash anymore.

Then, I tried using BlueprintNativeEvent. After I override the event in the Actor blueprint, the crash was happened again when I tried saving the asset.

For information, I use SVN.

Anyone can help me how to solve it? Or, what did I do wrong?

Thank you in advance for all your help.