C++ Delegate not being Bound in Blueprint

I have a C++ Dynamic Multicast Delegate in C++ and I Broadcast it in C++, but in Blueprint, the binded event isnt being called.

UPDATE: I found that the issue is the “Bind OnRecieveServers” in BP isnt binding it properly. I checked it with TestDelegate.IsBound() in C++ and its returning false. Any reasons for this?

UPDATE: I made a fresh plugin and used some example code from Plugin and still no luck. Heres that plugin. atecstudios.com/DelegateTest.zip Consider it a test for delegates that i can work on, and when it works i can impliment it into my main plugin. Since working with the main one is messy.

Header:

#pragma once
#include "Networking.h"
#include "SocketSubsystem.h"
#include "SharedPointer.h"
#include "Sockets.h"
#include "AtecConnectLibrary.generated.h"


USTRUCT()
struct FServerStruct
{

	GENERATED_USTRUCT_BODY()

		UPROPERTY(EditAnywhere, BlueprintReadWrite, Category = "Server Struct")
		FString IP;

	UPROPERTY(EditAnywhere, BlueprintReadWrite, Category = "Server Struct")
		FString PORT;


};
//vvv Delegate in Question
DECLARE_DYNAMIC_MULTICAST_DELEGATE(FTestDelegate);

class ATECCONNECTPLUGIN_API UAtecConnectLibrary : public UObject
{
	
	// GET_GAMESERVERS
	GENERATED_UCLASS_BODY()
	public:

		UPROPERTY(BlueprintAssignable, Category = "AtecConnect")
			FTestDelegate TestDelegate;
};

How im calling it in CPP

TestDelegate.Broadcast();

Blueprint:

FULL SOURCE:
CPP: CPP: #include "AtecConnectPluginPrivatePCH.h"#include "AtecConnectLibrary.h" - Pastebin.com
HEADER: HEADER: #pragma once#include "Networking.h"#include "SocketSubsystem.h"# - Pastebin.com

Why you place integer on event and broadcast if your delegate has struct as argument?

oh that line was from a old test. It returns a struct sorry. Ill edit it.

Can you take a picture of where you are binding it in BP?

Where is OnRecieveServersDelegate defined?

Changed the name, i found this issue can fixed it, still not working.