OnActorPreSpawnInitialization delegate broadcast is completely ignored after deployment on Android

I’ve created game instance subsystem C++ class which adds specific logic to be run before every spawned actor is initialized. Please see piece of code below. It works good when I run my game in PIE mode in Unreal Engine on PC. But when I deploy it on my Android, game never goes inside of Lambda which I added to OnActorPreSpawnInitialization. Did somebody face similar issue?

void UMyGameInstanceSubsystem::Initialize(FSubsystemCollectionBase& Collection)
{
	auto ActorSpawnLambda = FOnActorSpawned::FDelegate::CreateLambda([this](AActor* InActor)
		{
			UE_LOG(LogTemplateCBGameInstanceSubsystem, Warning, TEXT("Run lambda Starting point"));
			if (AChaosCachePlayer* CCP = Cast<AChaosCachePlayer>(InActor))
			{
				if (ChaosCacheCollection_Temp)
				{
					UE_LOG(LogTemplateCBGameInstanceSubsystem, Warning, TEXT("Run lambda from class UMyGameInstanceSubsystem "));
					PostSpawnChaosCachePlayer(CCP, ChaosCacheCollection_Temp);
					ChaosCacheCollection_Temp = NULL;
				}
			}
		});
	UE_LOG(LogTemplateCBGameInstanceSubsystem, Warning, TEXT("GameInstance subsystem is Initialized"));
	GetWorld()->AddOnActorPreSpawnInitialization(ActorSpawnLambda);
}

Upd
GameInstanse subsystem is loading earlier than GameMode for Android. Delegate can be added in e.g. GameMode constructor to overcome this issue.