Drawing to HUD From PlayerController?

I’m trying to get a sense on how the Touch Input system works in Unreal 4. For that, I thought it would be a nice idea to show some helpers on screen while I develop.

The problem is when I hit play and AHUD::DrawText() is called by PlayerController, Unreal Editor hangs. Its process keeps getting bigger and bigger in RAM usage, and Disk I/O goes up to 100%.

Here’s the relevant code (ANeoPlayerController::InputTouch, in NeoPlayerController.cpp):

else if (Type == ETouchType::Ended)
{
	double Milliseconds = (DeviceTimestamp - TouchStartTime).GetTotalMilliseconds();
	TouchStartTime = 0;

	if (MyHUD)
	{
		MyHUD->DrawText(FString::SanitizeFloat(Milliseconds),
			TouchStartLocation,
			MyHUD->GetFontFromSizeIndex(72),
			FVector2D(1.f,1.f),
			FColor::Red);
		MyHUD->Draw2DLine(TouchStartLocation.X,
			TouchStartLocation.Y,
			TouchLocation.X,
			TouchLocation.Y,
			FColor::Green);

		Debug(TouchStartLocation.ToString(), FColor::Magenta);
	}
	else Debug(TEXT("HUD was not initialized."));

I think Unreal doesn’t like me calling those functions from PlayerController, but if that was the case shouldn’t they be protected or private?