CreateDefaultSubobject fails after Hot Reload

I having an AActor (C++ class) and a UActorComponent (C++ class).

In the constructor of the Actor I create the Component. The Actor is once in the world.

After changing something inside of the TickFunction of the Component and try to compile and hot reload
the Tests: "StaticAllocateObjectErrorTests" fails at
MyComponent = ObjectInitializer.CreateDefaultSubobject(this, TEXT("MyComponent"));

Does somebody know this behaviour or is my way wrong how to add an ActorComponent in C++?

Thanks.

Abstracted Code:

// //////////////////////////////////////
// 		Header file of ACTOR:
// //////////////////////////////////////
UCLASS()
class PROJECT_API AMyActor : public AActor
{
	...

	AMyActor(const FObjectInitializer& ObjectInitializer);

	...
private:
		UMyComponent* MyComponent;	

}

// //////////////////////////////////////
// 		CPP file of ACTOR
// //////////////////////////////////////

AMyActor::AMyActor(const FObjectInitializer& ObjectInitializer)
: Super(ObjectInitializer)
{
	MyComponent = ObjectInitializer.CreateDefaultSubobject<UMyComponent>(this, TEXT("MyComponent"));
}

// //////////////////////////////////////
// Header file of ActorComponent:
// //////////////////////////////////////
class ASphereNavigationMesh;

UCLASS( ClassGroup=(Custom), meta=(BlueprintSpawnableComponent) )
class PROJECT_API UMyComponent : public UActorComponent
{
	GENERATED_BODY()

public:	
	// Sets default values for this component's properties
	UMyComponent(const FObjectInitializer& ObjectInitializer);
	
	~UMyComponent();

	/* Color of the nodes */
	UPROPERTY(Category="Debug/Render", EditAnywhere, BlueprintReadWrite)
	FColor NodeColor;
	
	/* Color of the nodes */
	UPROPERTY(Category="Debug/Render", EditAnywhere, BlueprintReadWrite)
	FColor EdgeColor;

private:
	AMyActor* Actor;
	
};

// //////////////////////////////////////
// 		CPP file of ActorComponent
// //////////////////////////////////////
UMyComponent::UMyComponent(const FObjectInitializer& ObjectInitializer)
	: Super(ObjectInitializer)
{
	bWantsInitializeComponent = true;
	PrimaryComponentTick.bCanEverTick = true;
	bTickInEditor = true;
	
	Actor = Cast<AMyActor>(GetOuter());
	
	NodeColor = FColor::Red;
	EdgeColor = FColor::Green;
}

UMyComponent::~UMyComponent()
{
	Actor = nullptr;
}

Concerning the call stack the reason for the crash starts in
Cast(GetOuter());

#0	0x00000001009fae95 in StaticAllocateObjectErrorTests(UClass*, UObject*, FName, EObjectFlags) ()
#1	0x00000001009fb6bd in StaticAllocateObject(UClass*, UObject*, FName, EObjectFlags, bool, bool*) ()
#2	0x00000001009f9cdd in StaticConstructObject(UClass*, UObject*, FName, EObjectFlags, UObject*, bool, FObjectInstancingGraph*) ()
#3	0x0000000100a03025 in FObjectInitializer::CreateDefaultSubobject(UObject*, FName, UClass*, UClass*, bool, bool, bool) const ()
#4	0x000000016b4f5433 in UMyComponent* FObjectInitializer::CreateDefaultSubobject<UMyComponent>(UObject*, FName, bool) const
#5	0x000000016b4ef97f in AMyActor::AMyActor(FObjectInitializer const&)
#6	0x000000016b4efa5d in AMyActor::AMyActor(FObjectInitializer const&)
#7	0x000000016b50bf3e in AMyActor::__DefaultConstructor(FObjectInitializer const&)
#8	0x000000016b50bef5 in void InternalConstructor<AMyActor>(FObjectInitializer const&)
#9	0x00000001009f9ffc in StaticConstructObject(UClass*, UObject*, FName, EObjectFlags, UObject*, bool, FObjectInstancingGraph*) ()
#10	0x0000000100864362 in UClass::HotReloadPrivateStaticClass(unsigned int, unsigned int, unsigned long long, wchar_t const*, void (*)(FObjectInitializer const&), void (*)(UObject*, FReferenceCollector&), UClass*, UClass*) ()
#11	0x000000016b50b048 in void GetPrivateStaticClassBody<AMyActor>(wchar_t const*, wchar_t const*, UClass*&, void (*)()) at /Users/Shared/UnrealEngine/4.7/Engine/Source/Runtime/CoreUObject/Public/UObject/Class.h:2270
#12	0x000000016b4fcec4 in AMyActor::GetPrivateStaticClass(wchar_t const*)
#13	0x000000016b4f8610 in AMyActor::StaticClass()
#14	0x000000016b4f85e9 in bool UObjectBaseUtility::IsA<AMyActor>()
#15	0x000000016b4f7146 in TCastImpl<UObject, AMyActor, (ECastType)0>::DoCast(UObject*) [inlined] at /Users/Shared/UnrealEngine/4.7/Engine/Source/Runtime/CoreUObject/Public/Templates/Casts.h:100
#16	0x000000016b4f713e in AMyActor* Cast<AMyActor, UObject>(UObject*) [inlined] at /Users/Shared/UnrealEngine/4.7/Engine/Source/Runtime/CoreUObject/Public/Templates/Casts.h:135
#17	0x000000016b4f7128 in UMyComponent::UMyComponent(FObjectInitializer const&)
#18	0x000000016b4f723d in UMyComponent::UMyComponent(FObjectInitializer const&)
#19	0x000000016b50f27e in UMyComponent::__DefaultConstructor(FObjectInitializer const&)
#20	0x000000016b50f215 in void InternalConstructor<UMyComponent>(FObjectInitializer const&) at /Users/Shared/UnrealEngine/4.7/Engine/Source/Runtime/CoreUObject/Public/UObject/Class.h:2237
#21	0x00000001009f9ffc in StaticConstructObject(UClass*, UObject*, FName, EObjectFlags, UObject*, bool, FObjectInstancingGraph*) ()
#22	0x0000000100864362 in UClass::HotReloadPrivateStaticClass(unsigned int, unsigned int, unsigned long long, wchar_t const*, void (*)(FObjectInitializer const&), void (*)(UObject*, FReferenceCollector&), UClass*, UClass*) ()
#23	0x000000016b508418 in void GetPrivateStaticClassBody<UMyComponent>(wchar_t const*, wchar_t const*, UClass*&, void (*)()) at /Users/Shared/UnrealEngine/4.7/Engine/Source/Runtime/CoreUObject/Public/UObject/Class.h:2270
#24	0x000000016b4fcbe4 in UMyComponent::GetPrivateStaticClass(wchar_t const*)
#25	0x000000016b4f6520 in UMyComponent::StaticClass()
#26	0x000000016b50f331 in TClassCompiledInDefer<UMyComponent>::Register() const at /Users/Shared/UnrealEngine/4.7/Engine/Source/Runtime/CoreUObject/Public/UObject/UObjectBase.h:295
#27	0x00000001009e79c4 in UClassRegisterAllCompiledInClasses() ()
#28	0x00000001009e7ea7 in ProcessNewlyLoadedUObjects() ()
#29	0x00000001008907c7 in TBaseStaticDelegateInstance<void ()>::ExecuteIfSafe() const ()
#30	0x00000001000e5ad8 in TBaseMulticastDelegate<void>::Broadcast() const ()
#31	0x00000001002a9720 in FModuleManager::LoadModuleWithFailureReason(FName, EModuleLoadResult&, bool) ()
#32	0x00000001002a8e15 in FModuleManager::LoadModule(FName, bool) ()
#33	0x000000010fa94310 in FHotReloadModule::DoHotReloadInternal(bool, ECompilationResult::Type, TArray<UPackage*, FDefaultAllocator>, TArray<FName, FDefaultAllocator>, FOutputDevice&) ()
#34	0x000000010fa9887e in FHotReloadModule::DoHotReloadFromIDE() ()
#35	0x000000010fa8a791 in FHotReloadModule::Tick(float) ()
#36	0x00000001000313d9 in FTicker::Tick(float) ()
#37	0x000000010001b799 in FEngineLoop::Tick() ()
#38	0x000000010001e503 in GuardedMain(wchar_t const*) ()
#39	0x000000010002c77f in -[UE4AppDelegate runGameThread:] ()
#40	0x000000010018f278 in -[FCocoaGameThread main] ()
#41	0x00007fff84b86dc2 in __NSThread__main__ ()
#42	0x00007fff8c153268 in _pthread_body ()
#43	0x00007fff8c1531e5 in _pthread_start ()
#44	0x00007fff8c15141d in thread_start ()

Still in 10.4 (not always do, but happens).

Edit: Furthermore, it breaks the entire project. It cannot start anymore, has to be rebuild from source and loads a different umap on start. Also shaders have to be recompiled…
This happens often when working on a UComponent (C++) while this component is also in use by actors.