Camera issue

I created template from Top Down C++.
I commented out those lines as I don’t want to have attached camera to character:

// Create a camera boom…
/*
CameraBoom = ObjectInitializer.CreateDefaultSubobject<USpringArmComponent>(this, TEXT(“CameraBoom”));
CameraBoom->AttachTo(RootComponent);
CameraBoom->bAbsoluteRotation = true; // Don’t want arm to rotate when character does
CameraBoom->TargetArmLength = 800.f;
CameraBoom->RelativeRotation = FRotator(-60.f, 0.f, 0.f);
CameraBoom->bDoCollisionTest = false; // Don’t want to pull camera in when it collides with level

// Create a camera…
TopDownCameraComponent = ObjectInitializer.CreateDefaultSubobject<UCameraComponent>(this, TEXT(“TopDownCamera”));
TopDownCameraComponent->AttachTo(CameraBoom, USpringArmComponent::SocketName);
TopDownCameraComponent->bUsePawnControlRotation = false; // Camera does not rotate relative to arm
*/

Then I created camera in editor and activated by selecting :
Auto Player Activation / Auto Activate for Player —> Player 0

In C++ I got a handle to camera by :

// There is only one CameraActor
for (TActorIterator<ACameraActor> It(GetWorld()); It; ++It)
{
_mainCamera = *It;
}
→ called in BeginPlay()

Then I want to change the position of camera on MouseWheel like :
FVector PrevLocation = _mainCamera->GetCameraComponent()->GetRelativeTransform().GetLocation();
_mainCamera->SetActorRelativeLocation(FVector(PrevLocation.X, PrevLocation.Y, PrevLocation.Z - 10));

The problem is that it doesn’t work at first time. When I press the Play button in editor first time it doesn’t work. When I press stop and then Play again then it works.
Do you know why ? please ?

Thanks for anwer

Nobody ? Really strange …