Why is the behaviour of C++ Thruster different from blueprint Thruster?

I had been starting prototyping my actor in blueprints and after I did Actor with StaticMesh and Thruster components as result I got working mesh which is able to move by Thruster.

After that I just tried to implement same thing in C++ class and found that this actor instance not able to moving by native Thruster component (which has same settings that original blueprint Thruster).
Also I had made test by creating blueprint from c++ class anding blueprint Thruster to it, in that case mesh started to moving.

Here is my code:

/** StaticMesh used for the box */
UPROPERTY(VisibleAnywhere, Category=Planet)
TSubobjectPtr<UStaticMeshComponent> BoxC;

/** Thruster force */
UPROPERTY(VisibleAnywhere, BlueprintReadOnly, Category=Planet)
TSubobjectPtr<UPhysicsThrusterComponent> Thruster;

APlanetActor::APlanetActor(const class FPostConstructInitializeProperties& PCIP)
	: Super(PCIP)
{

	// Structure to hold one-time initialization
	struct FConstructorStatics
	{
		ConstructorHelpers::FObjectFinderOptional<UStaticMesh> BoxMesh;
		FConstructorStatics()
				: BoxMesh(TEXT("/Game/Meshes/Box.Box"))
		{
		}
	};
	static FConstructorStatics ConstructorStatics;

	// Create mesh component for the box
	BoxC = PCIP.CreateDefaultSubobject<UStaticMeshComponent>(this, TEXT("Box00"));
	BoxC->SetStaticMesh(ConstructorStatics.BoxMesh.Get());
	BoxC->BodyInstance.SetCollisionProfileName(UCollisionProfile::PhysicsActor_ProfileName);
	BoxC->SetSimulatePhysics(true);
	BoxC->SetAngularDamping(0.1f);
	BoxC->SetLinearDamping(0.1f);
	BoxC->BodyInstance.MassScale = 2.f;
	BoxC->SetNotifyRigidBodyCollision(true);

	RootComponent = BoxC;

	/** */
	Thruster = PCIP.CreateDefaultSubobject<UPhysicsThrusterComponent>(this, TEXT("Thruster00"));
	Thruster->ThrustStrength = 10000.0f;
	Thruster->bAutoActivate = 1;
}

Why behaviour of C++ Thruster is different from blueprint Thruster?

Only difference I found it that blueprint component has transform but native don’t (I guess it might be related to this question How to move a blueprint in the editor with a root native scene component? )

I found that Thruster->AttachParent = BoxC; solved this behaviour but I don’t understand why blueprint component editor showed hierarchy of components by the same way without actual parent (in case where blueprint inherit from c++ class)