Blueprint Implementable Event crash on IOS

Hi there. I’m struggling very much to finish my game with only one part not working correctly. When I call my blueprintimplementable Event through c++ my app crashes. To know:

1.I am mixing Objective-C and c++. The Objective-C Methods work as axpected I was able to trace down everything to the lines of Code in the attached Image.

2.My BlueprintimplementableEvent is called in a child class of this c++ class, which was created with a Right click on the c++ file in the Editor and selecting “create blueprint class that derives from this class”.

3.The BlueprintimplementableEvent can be draged out of the site when Pressing “override functions” as it should be.

Printscreen shows “Testmethod” and then “Crash in Callsuccess” .

“Successfulshare” is not being printed. BUT when I play in editer Viewport it is!!! What is happening here? No error in the compile log.

Please help

what is this Referenceself ?

Aaccessactorios*Referenceself; //Pointer created in my cpp file. Note: I don’t know if it has to do something with that but this line is not called in BEGIN PLAY or The construcor. It’s jsut written down after the includes.
There was an error saying that I could not call a non static function without a reference or something like that. So I created that pointer.

No this is not what was meant. In C++ when you want to call a static function you have to declare it static and then to call it you simply MainObject::CallToStaticFunction() but here you only need to SuccessfullShare() after compiling UBT will create the necessary code for the BlueprintImplementableEvent