My CancelAbility Is calling itself one additional time when i use my Ability

void UGrenadeAbility::ActivateAbility(const FGameplayAbilitySpecHandle Handle, const FGameplayAbilityActorInfo* ActorInfo, const FGameplayAbilityActivationInfo ActivationInfo, const FGameplayEventData* TriggerEventData)
{
    //Activate
    //Attach to arm
    UE_LOG(LogTemp, Display, TEXT("Activated"));
    PCharacter = Cast<ACyberCharacter>(UGameplayStatics::GetPlayerCharacter(GetWorld(), 0));
    if (IsValid(PCharacter))
    {
        PCharacter->bIsThrowingGrenade = true;
        USkeletalMeshComponent* PMesh = PCharacter->GetMesh();
        GrenadeObject = GetWorld()->SpawnActor<AGrenadeActorClass>(GrenadeClass);
        GrenadeObject->SetOwner(PCharacter);
        GrenadeObject->AttachToComponent(PMesh, FAttachmentTransformRules::SnapToTargetNotIncludingScale, FName("WeaponSocket"));
    }
    //Set variable in player class that character is ready to throw a greande and it will do it when player will release the button!!!
}

void UGrenadeAbility::CancelAbility(const FGameplayAbilitySpecHandle Handle, const FGameplayAbilityActorInfo* ActorInfo, const FGameplayAbilityActivationInfo ActivationInfo, bool bReplicateCancelAbility)
{
    //Deactiave
    //Detach from arm and give impulse
    if (IsValid(PCharacter))
    {
        PCharacter->bIsThrowingGrenade = false;
        UE_LOG(LogTemp, Display, TEXT("Deactiavted"));
    }
}

void ACyberCharacter::AbilityActivate()
{
    PlayerAbilitySystemComponent->TryActivateAbility(ABOneHandle);
}

void ACyberCharacter::AbilityDeactivte()
{
    PlayerAbilitySystemComponent->CancelAbilityHandle(ABOneHandle);
}

void ACyberCharacter::AddAbilityToPlayer()
{
    if (AbilityOneClass)
    {
        ABOneHandle = PlayerAbilitySystemComponent->GiveAbility(FGameplayAbilitySpec(AbilityOneClass, 1, 1));
    }
}

Like you see on the screen in link every time i call a Activate Ability function my Deactivate Function calls an one additional time.

This is for sure not any networking or input issue. My project is offline and when i tried to call only DeactiavteAbility within CyberPlayer without a CancelAbility line everything works like intended.
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