Randomly hitting Breakpoint With ComponentHit Delegate?

I’ve set up a simple event that is supposed to trigger when my powerup crate detects a hit on something.

About 50% of the time however, I hit a breakpoint when hitting PIE or Simulate in the engine code, yet I’m sure I have everything set-up properly? (Could do with more documentation on this btw!)

BZGame_PowerUp.H:

/* Called When The Powerup Collision Overlaps With Something */
UFUNCTION(BlueprintNativeEvent)
void OnCollectHit(class AActor* OtherActor, class UPrimitiveComponent* OtherComp, FVector NormalImpulse, const FHitResult& Hit);

BZGame_PowerUp.cpp:

Constructor:
	GetCrateMesh()->OnComponentHit.AddDynamic(this, &ABZGame_PowerUp::OnCollectOverlap);

void ABZGame_PowerUp::OnCollectOverlap_Implementation(class AActor* OtherActor, class UPrimitiveComponent* OtherComp, FVector NormalImpulse, const FHitResult& Hit)
{
	GEngine->AddOnScreenDebugMessage(-1, 5.0f, FColor::Red, FString::Printf(TEXT("Test")));

	APawn* Collector = Cast<APawn>(OtherActor);
	if (Collector)
	{
		//if (CanPawnCollect(Collector))
		//{
		//	CollectPowerUp(GetGameObjectFromOverlap(Collector));
		//}
		//else
		//{
		//	RejectPowerUp();
		//}
	}
}

Bump, Still occuring, with overlaps too.