Crash when setting Collision Preset in Blueprints from Converted C++ Class

I have a C++ actor class where I attach a mesh collider component to it:

// Root collider capsule
rootCollider = CreateDefaultSubobject<UCapsuleComponent>(TEXT("RootCollider"));
rootCollider->SetRelativeRotation(FQuat(0, 1, 0, FMath::DegreesToRadians(90)));
rootCollider->AttachParent = RootComponent;
rootCollider->SetCollisionResponseToAllChannels(ECollisionResponse::ECR_Overlap);
rootCollider->SetCollisionEnabled(ECollisionEnabled::Type::QueryAndPhysics);

This all works. I the convert this actor to Blueprints and go into the Blueprints editor and it looks fine. However, when I try to Set Collision Presets on this collider component, I get a crash in the editor

Here is the stack of where it is crashing:

UE4Editor-Engine.dll!FLatentActionManager::ProcessLatentActions(UObject * InObject, float DeltaTime) Line 49	C++
UE4Editor-Engine.dll!AActor::Tick(float DeltaSeconds) Line 684	C++

And here is where it is exactly complaining:

void FLatentActionManager::ProcessLatentActions(UObject* InObject, float DeltaTime)
{
	for (FActionsForObject::TIterator It(ActionsToRemoveMap); It; ++It)
	{
		auto ActionList = GetActionListForObject(InObject);
		auto ActionToRemoveListPtr = It.Value();
		if (ActionToRemoveListPtr.IsValid() && ActionList)
		{
			for (auto PendingActionToKill : *ActionToRemoveListPtr)
			{
				const int32 RemovedNum = ActionList->RemoveSingle(PendingActionToKill.Key, PendingActionToKill.Value);
				auto Action = PendingActionToKill.Value;
				if (RemovedNum && Action)
				{
					Action->NotifyActionAborted();
					delete Action;
			}
		}
	}
}
  .....

Is there anything I am missing here? It seems to me that the editor is having issues retrieving actions for the object?
Here is my declaration of the object in header:

UPROPERTY(VisibleAnywhere, BlueprintReadWrite, Category = Collision)
UCapsuleComponent * rootCollider;

Please let me know how I can resolve this issue. Thanks!