Events suddenly stop working C++

Hello
I have a problem with some of my Actor’s scripts witch (problem) I cannot understand.

I have an actors parenting from AActor. I use both BeginPlay and Tick function events on it. And all was working fine until it suddenly stops firing.

I’ve made fully reset and recompile project but it didn’t changed anything.
I use basic code, no magic.

Some of this actors of this classes are just on the map, some i spawn on the fly. So i’d try almost anything and nothing helped.
I don’t want to recreate full project because it is big enougth.

so .h

UCLASS(Blueprintable)
class HOCKEY_API ACAvatar : public AActor
{
	GENERATED_UCLASS_BODY()
	
public:	
	// Sets default values for this actor's properties
	//ACAvatar();

	// Called when the game starts or when spawned
	virtual void BeginPlay() override;
	
	// Called every frame
	virtual void Tick( float DeltaSeconds ) override;

.cpp

// Sets default values
ACAvatar::ACAvatar(const FObjectInitializer& ObjectInitializer) : Super(ObjectInitializer)
{
 	// Set this actor to call Tick() every frame.  You can turn this off to improve performance if you don't need it.
	PrimaryActorTick.bCanEverTick = true;
//	PrimaryActorTick.bAllowTickOnDedicatedServer = true;
}

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

	UE_LOG(LogTemp, Warning, TEXT("Avatar begin play"));

}

void ACAvatar::Tick( float DeltaTime )
{
	Super::Tick( DeltaTime );

	LookAtPuck();
}

So. After a year of research… Kidding )

The events are stop working after a mix GameStateBase with GameMode.

In other words you have to use either GameMode+GameState or GameModeBase+GameStateBase in your project and not combine Base with Full special blueprint classes.