Do WeakLamda's need extra steps to unbind?

I have used Lamda’s in C# and JS. I was wondering if I needed to worry about when using them in ue4 C++. (E.g. Removing from memory, crash issues on builds or etc.)

ClassA.cpp`

if(Responder)
{
     MoveActivity->OnRespondToActivityStart.Clear();

     MoveActivity->OnRespondToActivityStart.AddWeakLambda(this, [=]{
     Responder     
      ->PlaySpeechFromTable("MOVE_TO");
});
}

MoveActivity.h

DECLARE_MULTICAST_DELEGATE(FOnRespondToActivityStart);
FOnRespondToActivityStart OnRespondToActivityStart;