Location Service iOS issue with OnLocationUpdated?

Hi,

I’ve been using Location Services (iOS) and no matter what I do, binding to the OnLocationChanged delegate causes an IsInGameThread check to fail when the delegate is processed. I’ve tried it in both C++ and via Blueprints only, the result is the same, as assert in Xcode.
Am I right in thinking that when

ULocationServices::GetLocationServicesImpl()->OnLocationChanged.Broadcast(locationData);

is called from within the iOS implementation of the location manager, it’s not on the game thread and will cause an assert no matter what? Or am I being dense and missing something key here.

Anyone else having any issues with this? I’m sure I’ve had it working fine on earlier versions of the engine (it’s from full 5.0 release onwards I’ve been having issues).