Dynamic multicast delegates are intertwined

So im having an actor with constructor that adds method to dynamic multicast delegate declared as

DECLARE_DYNAMIC_MULTICAST_DELEGATE_OneParam(FInteractionHandler, class AActor*,  ActorInteracting);
UPROPERTY(BlueprintAssignable, BlueprintCallable, VisibleAnywhere, Category = Interaction)
		FInteractionHandler OnInteract;
	//Delegate being called by Interface method Activate, allows behaviour modifable by blueprints
	UPROPERTY(BlueprintAssignable, BlueprintCallable, VisibleAnywhere, Category = Interaction)
		FInteractionHandler OnActivate;

And Constructor with method:

AInventoryOnTheGround::AInventoryOnTheGround(const FObjectInitializer& ObjectInitializer)
	:Super(ObjectInitializer)
{
	Mesh = ObjectInitializer.CreateDefaultSubobject<UStaticMeshComponent>(this, "Mesh");
	RootComponent = Mesh;
	OnInteract.AddDynamic(this, &AInventoryOnTheGround::InteractionReaction);
}

void AInventoryOnTheGround::InteractionReaction(AActor* ActorInteracting)
{
	UInventoryComponent* InventoryComponent = nullptr;
	InventoryComponent = ActorInteracting->FindComponentByClass<UInventoryComponent>();
	
	if (InventoryComponent)
	{
		InventoryComponent->PickItem(DataObjectInstance);
		this->Destroy();
	}
}

The problem that i have is that it seems that when i add delegate to OnInteract its also being added to OnActivate

36595-multicastdelegateerror.png

Removing the line form the constructor removes the delegate from both events. So i guess i kinda found a bug. Or i messed something up.