Character doesn't appear on iPad

Hi

Can someone help me with some strange bug?

I created a custom class, derived from ACharacter, nothing special. Then I created a blueprint out of it, set it up similar to “Introduction to Blueprint 3rd Person Game Creation” tutorial, this one - http://www.youtube.com/playlist?list=PLZlv_N0_O1gZS5HylO_368myr-Kg2ZLwb

It works perfectly it the mobile preview, but on actual device (iPad air) this character just don’t displayed. Even some debug messages fired from this BP event graph don’t appear. Everything else runs nicely, like this character never been created.

I looked into logs, and It’s looks like linking error in UBT of some sort.
Log shows things such as:

Failed to load Outer for resource ‘CallFunc_BreakTransform_Rotation’: BlueprintGeneratedClass

Failed to load Super for BlueprintGeneratedClass

I don’t know what is the reason for such behavior.
I’m pretty new to Unreal coding, so maybe my code is the reason. Please tell me about mistakes in it, if it so.

Also, any general comments about code and Unreal coding style would be highly appreciated.

Full log is here:
https://dl.dropboxusercontent.com/u/83133453/Launch%20log.txt

My c++ class here:
https://dl.dropboxusercontent.com/u/83133453/BattlemageCombatant.h
https://dl.dropboxusercontent.com/u/83133453/BattlemageCombatant.cpp

It uses some includes from this header:
https://dl.dropboxusercontent.com/u/83133453/BattlemageCombatTypes.h

Btw, I’m running latest macbookpro retina 15 inch.

Please excuse me for my bad English, It’s not my native.

Now, after some research I can describe this more generally.

When I create an actor based class in c++ (with no code, just Blueprintable specifier in UCLASS() macro), and then create a Blueprint out of it, it works fine in the PIE and mobile preview, but doesn’t work on real iPad. In another test project it works fine.

Also, when I restart the editor from launcher, and try to open this BP inherited from c++ class, editor says “Blueprint could not be loaded because it derives from an invalid class. Check to make sure the parent class for this blueprint hasn’t been removed!”.

So I think my problem is somewhere in the settings of the compilation part of deployment. Does anyone know how to set this settings back to default?