Crashing UE4 when calling costume instance in c++?

Hi brothers, i have very strange problem i searched a lot to fix it but unfortunately nothing !!
I created SM_Door in my Editor with costume Actor class which is name “Door” to fire some events like open and close.

The Problem is, When i open UE4 Editor and that loads up to 75% loading… the UE editor is crashing, really i don’t know why !!

271339-1.jpg

The Code of Door Header file is:

// Fill out your copyright notice in the Description page of Project Settings.
#pragma once
#include "CoreMinimal.h"
#include "Components/ActorComponent.h"
#include "GameFramework/Actor.h"
#include "Door.generated.h"

UCLASS( ClassGroup=(Custom), meta=(BlueprintSpawnableComponent) )
class MAZE_API UDoor : public UActorComponent
{
	GENERATED_BODY()

public:	
	// Sets default values for this component's properties
	UDoor();

	void Open();
	void Close();
	bool IsOverlapping(AActor*);

protected:
	// Called when the game starts
	virtual void BeginPlay() override;

public:	
	// Called every frame
	virtual void TickComponent(float DeltaTime, ELevelTick TickType, FActorComponentTickFunction* ThisTickFunction) override;

};

Then i created Runner class representing the default player:

271340-2.jpg

The Code of Runner Header file and calling instance of Door class in like this:

#include "Door.h"

private:
UDoor Door;

The Full Code is:

#pragma once

#include "CoreMinimal.h"
#include "Components/ActorComponent.h"
#include "Engine/World.h"
#include "Door.h"
#include "GameFramework/Actor.h"
#include "Runner.generated.h"


UCLASS( ClassGroup=(Custom), meta=(BlueprintSpawnableComponent) )
class MAZE_API URunner : public UActorComponent
{
	GENERATED_BODY()

public:	
	// Sets default values for this component's properties
	URunner(); 
	

protected:
	// Called when the game starts
	virtual void BeginPlay() override;

public:	
	// Called every frame
	virtual void TickComponent(float DeltaTime, ELevelTick TickType, FActorComponentTickFunction* ThisTickFunction) override;

	void IsNearToDoor();
	void IsNearToLampKey();

private:
	void SetupComponents();

	UDoor Door;
	AActor* Runner = nullptr;
};