MassEntity. BuildTemplate is not called. Bug or not?

Hi!

My trait is not binding. Added MassAgent component to Actor, but the BuildTemplate does not called.
Moreover, when the editor is launched, it also does not called, although it should create a default object.
Like it’s a symptom, but the cause isn’t clear.

Help me please!

Code:

UCLASS()
class ECS_API USpaceshipTrait : public UMassEntityTraitBase
{
	GENERATED_BODY()

public:
	virtual void BuildTemplate(FMassEntityTemplateBuildContext& BuildContext, const UWorld& World) const override
	{
		BuildContext.AddTag<FSpaceshipTag>();

		BuildContext.GetMutableObjectFragmentInitializers().Add([=](UObject& Owner, FMassEntityView& EntityView, const EMassTranslationDirection CurrentDirection)
		{
			const auto Actor = Cast<AActor>(&Owner);
			if (!Actor)
			{
				UE_LOG(LogTemp, Error, TEXT("USpaceshipTrait::BuildTemplate. Cannot find valid Actor!"));
				return;
			}

			TArray<UMassAgentComponent*> MassAgentArray;
			Actor->GetComponents(MassAgentArray);
			for (const auto Component : MassAgentArray)
			{
				const auto EntityComponentView = MassEntityExtension::CreateMassEntity(Component);
				if (MassEntityExtension::EntityHasFragment<FSpaceshipHullFragment>(EntityComponentView))
				{
					UE_LOG(LogTemp, Log, TEXT("USpaceshipTrait::BuildTemplate. FSpaceshipHullFragment EXISTS!"));
				}
				if (MassEntityExtension::EntityHasFragment<FSpaceshipEngineFragment>(EntityComponentView))
				{
					UE_LOG(LogTemp, Log, TEXT("USpaceshipTrait::BuildTemplate. FSpaceshipEngineFragment EXISTS!"));
				}
			}
		});
	}
};

I located bug. Called GetMutableObjectFragmentInitializers from another trait.
Why??? oO