BlueprintNativeEvent causes crashes when overridden
## Code

```nim
uClass UTestComponentBase of UActorComponent:
    (Blueprintable, BlueprintType)
  
    ufuncs(BlueprintCallable, BlueprintNativeEvent):
        proc getMessage(): FName =
            result = makeFName("Wrong message!")
  
    ufuncs(BlueprintCallable):
        proc printScaryMessage() =
            UE_Warn "Message: " & $self.getMessage() 

uClass UTestComponent of UTestComponentBase:
    (Blueprintable, BlueprintType, BlueprintSpawnableComponent)

    ufuncs(BlueprintCallable, BlueprintNativeEvent):
        proc getMessage(): FName =
            let name = makeFName("I'm home honey!")
            result = name

    ufuncs(BlueprintCallable):
        proc announceMessage() =
            self.printScaryMessage()
```

## Crash when calling overridden function

There is a base class (component) `UTestComponentBase` that has the `getMessage` marked with `BlueprintNativeEvent`. The `printScaryMessage` calls the `getMessage`.

Then there's the concrete `UTestComponent` that overrides the `getMessage`. The `announceMessage` calls `printScaryMessage` that is supposed to call the `getMessage` from `UTestComponent` (as far as I understand). Instead, calling the `printScaryMessage` instantly crashes the execution with no errors in the logs.

The code works if one removes the `BlueprintNativeEvent` from both functions. My use case needs those to be overridable via blueprints.

## In-editor setup
The `UTestComponent` is added to an Actor. On `BeginPlay` we simply call the `announceMessage`:

![NimForUE issue](https://github.com/jmgomez/NimForUE/assets/5722272/60b0aca7-6730-474d-aa96-6db6ef418038)