Client player don't spawn when adding delegate to an ASC

Hi,

I’m new to Unreal and the concept of GAS and I have a problem with player spawning on the client side.

I am researching and currently following the explanations in this link.
github.com/tranek

I tried to make a condensed version in order to learn little by little but it does not make the players appear as mentioned above.

Actually I have this in my Source folder :

    AbilitySystem
            Abilities
                    GDGameplayAbility.cpp / .h
            Attributes
                    GDAttributeSetBase.cpp / .h
            GDAbilitySystemComponent.cpp / .h
    Character
            Hero
                    GDHeroCharacter.cpp / .h
            GDCharacterBase.cpp / .h
    Player
            GDPlayerController.cpp / .h
            GDPlayerState.cpp / .h
    System
            GDAssetManager.cpp / .h
    UI
            GDHUDWidget.cpp / .h
    GASDocumentation.cpp / .h
    GASDocumentation.Build.cs

All of this compile but when I use :

HealthChangedDelegateHandle = AbilitySystemComponent->GetGameplayAttributeValueChangeDelegate(AttributeSetBase->GetHealthAttribute()).AddUObject(this, &AGDPlayerState::HealthChanged);

Or any of the other same functions used in the code, my problem appears…

When I uncomment the lines :

When I comment the lines :

I also check with two players in the “Play as Client” mode and both spawn or not depending on the state commented/uncommented of the lines…

I don’t know if you can help me with just this information but thank you in advance.