Creating game AI in c++ instead of using blueprints

I am sorry to ask another question in this thread, but I also encountered this weird problem now after following the same tutorial. I managed to get c++ and blueprint AI version almost working. When I debug it, my behaviortree isn´t running.
I might be mistaken, but I think [this unanswered thread][1] might be associated with this same problem.

I am abit clueless about that, because I´ve tried to start the tree in two different ways (in BeginPlay and Possess functions):

AAIController function - RunBehaviorTree(Character->BehaviorTreeAsset);

UBehaviorTreeComponent function - BT_Component->StartTree(*Character->BehaviorTreeAsset, EBTExecutionMode::Looped);

Here´s the info about debug view and BehaviorTreeAsset that I´ve set to Character is in the next picture with message - STEPS BACK: -1: