Moveto behaviortree c++ not work

Hello everyove i have strange problem but I do not understand what is wrong. I want be char move to player

aicontroller class

#include "MyProject.h"
#include "MyAIController.h"
#include "AssentilalChar.h"

AMyAIController::AMyAIController(const class FObjectInitializer& ObjectInitializer) : Super(ObjectInitializer)
{
	BehaviorComp = ObjectInitializer.CreateDefaultSubobject<UBehaviorTreeComponent>(this, TEXT("BehaviorComp"));
	BlackboardComp = ObjectInitializer.CreateDefaultSubobject<UBlackboardComponent>(this, TEXT("BlackboardComp"));

}

void AMyAIController::Possess(class APawn* InPawn)
{
	Super::Possess(InPawn);
	AAssentilalChar* MyChar = Cast<AAssentilalChar>(InPawn);
	
	BlackboardComp->InitializeBlackboard(*MyChar->BehaviorTree->BlackboardAsset);
	BehaviorComp->StartTree(*MyChar->BehaviorTree);

	TArray<AActor*> ActorsArray;
	UGameplayStatics::GetAllActorsOfClass(GetWorld(), AAssentilalChar::StaticClass(), ActorsArray);

	AAssentilalChar* player = Cast<AAssentilalChar>(ActorsArray[0]);
	BlackboardComp->SetValueAsObject("Target", MyChar);


}][1]

Char Class:

#include "MyProject.h"
#include "Engine.h"

#include "MyProjectProjectile.h"
#include "MyProjectCharacter.h"
#include "AssentilalChar.h"


// Sets default values
AAssentilalChar::AAssentilalChar()
{
 	// Set this character to call Tick() every frame.  You can turn this off to improve performance if you don't need it.
	PrimaryActorTick.bCanEverTick = true;

	SphereComponent = CreateDefaultSubobject<USphereComponent>(TEXT("sphere"));
	RootComponent = SphereComponent;

	SphereComponent->InitSphereRadius(40.0f);
	SphereComponent->SetCollisionProfileName(TEXT("Pawn"));
	UStaticMeshComponent* SphereVisual = CreateDefaultSubobject<UStaticMeshComponent>(TEXT("VisualRepresentation"));
	SphereVisual->SetupAttachment(RootComponent);
	static ConstructorHelpers::FObjectFinder<UStaticMesh> SphereVisualAsset(TEXT("/Game/StarterContent/Shapes/Shape_Sphere.Shape_Sphere"));
	if (SphereVisualAsset.Succeeded())
	{
		SphereVisual->SetStaticMesh(SphereVisualAsset.Object);
		SphereVisual->SetRelativeLocation(FVector(0.0f, 0.0f, -40.0f));
		SphereVisual->SetWorldScale3D(FVector(0.8f));
	}
    
}

// Called when the game starts or when spawned
void AAssentilalChar::BeginPlay()
{
	Super::BeginPlay();
}

// Called every frame
void AAssentilalChar::Tick( float DeltaTime )
{
	Aitest = Cast<AAIController>(GetController());
	GEngine->AddOnScreenDebugMessage(-1, 5.f, FColor::Red, TEXT("This is an on screen message!"));

	TArray<AActor*>  SpawnedBullet;
	
	UGameplayStatics::GetAllActorsOfClass(GetWorld(), AMyProjectCharacter::StaticClass(), SpawnedBullet);
	
	EPathFollowingRequestResult::Type MoveToActorResult = Aitest->MoveToActor(SpawnedBullet[0]);
	Super::Tick( DeltaTime );
}

// Called to bind functionality to input
void AAssentilalChar::SetupPlayerInputComponent(class UInputComponent* InputComponent)
{
	Super::SetupPlayerInputComponent(InputComponent);

}

I create BP from cpp class and add my aicontroller and my behavior tree but my char DONT move!!! whats wrong?

What does the Visual Log say?

Cheers,

–mieszko

Compile without error