Getting owner's name works in output log, but it doesn't work in Print String

I created a C++ code in Component with Variable and assigned Owner of Component to the Variable. Also I created logs that prints the Variable value’s name (i.e. Owner name). It works perfectly in my output logs but it doesn’t work in my game when I try to get Owner name in my blueprint to Print String it.

Here is my Component constructor with logs:

PrimaryComponentTick.bCanEverTick = true;

AActor* OwnerActor = GetOwner();

if (OwnerActor)
{
	FString OwnerName = OwnerActor->GetName();
	UClass* OwnerClass = OwnerActor->GetClass();
	FString OwnerClassName = OwnerClass ? OwnerClass->GetName() : TEXT("Unknown Class");
	UE_LOG(LogTemp, Warning, TEXT("Owner Name: %s, Owner Class: %s"), *OwnerName, *OwnerClassName);
}

else
{
	UE_LOG(LogTemp, Warning, TEXT("Owner is nullptr"));
}

ACharacter* OwnerCharacter = Cast<ACharacter>(OwnerActor);

if (OwnerCharacter)
{
	Owner2DCharacter = Cast<AGGE2DCharacter>(OwnerCharacter);

	if (Owner2DCharacter)
	{
		UE_LOG(LogTemp, Warning, TEXT("CAST IS SUCCESSFUL! Owner Character Name: %s"), *Owner2DCharacter->GetName());
	}

	else
	{
		UE_LOG(LogTemp, Warning, TEXT("Owner Is Not Of Type AGGE2DCharacter"));
	}
}

else
{
	UE_LOG(LogTemp, Warning, TEXT("Owner Is Not Of Type ACharacter Or Is Nullptr"));
}

if (IsValid(Owner2DCharacter))
{
	UE_LOG(LogTemp, Warning, TEXT("Owner2DCharacter is invalid or has been deleted"));
}

Your second IsValid node doesn’t have an object connected to it, so it will always go to the Invalid path

Yes it was wrong screen, fixed it, thank you!