[Solved] UChaosWheeledVehicleMovementComponent not work in C++ realization

Code below not work - my AScout stay in air on BeginPlay. But Blueprint realization is work fine.

But if I pause game by F8, and change any parameter for Movement component, then physics wake up and Actor drop down.

Can anyone suggest the correct implementation of using UChaosWheeledVehicleMovementComponent?

I tried to add force and wake up the physics body, but it doesn’t work.

AScout::AScout()
{
    movement_component = CreateDefaultSubobject<UChaosWheeledVehicleMovementComponent>(TEXT("VehicleMovementComp"));
    movement_component->SetIsReplicated(true);

    mesh_component = CreateDefaultSubobject<USkeletalMeshComponent>(FName("Mesh")); 
    SetRootComponent(mesh_component); 
    
    movement_component->SetUpdatedComponent(mesh_component);

    mesh_component->SetMobility(EComponentMobility::Movable);
    mesh_component->SetCollisionEnabled(ECollisionEnabled::QueryAndPhysics);
    mesh_component->SetSimulatePhysics(true);
    mesh_component->SetGenerateOverlapEvents(true);
    mesh_component->SetCollisionProfileName(UCollisionProfile::Vehicle_ProfileName);
    mesh_component->BodyInstance.bNotifyRigidBodyCollision = true;
    mesh_component->BodyInstance.bUseCCD = true;
    mesh_component->SetCanEverAffectNavigation(false);
    RootComponent = mesh_component;

    sk_mesh = LoadObject<USkeletalMesh>(nullptr, TEXT("/Script/Engine.SkeletalMesh'/Game/Meshes/Units/Scout/Meshes/Scout.Scout'"));

    if (sk_mesh)
        mesh_component->SetSkeletalMesh(sk_mesh);


    wfl.WheelClass       = URTSFrontWheel::StaticClass();
    wfl.BoneName         = FName(*FString(TEXT("FL")));
    wfl.AdditionalOffset = FVector(0.f, 0.f, 0.f);
    movement_component->WheelSetups.Add(wfl);

    wfr.WheelClass       = URTSFrontWheel::StaticClass();
    wfr.BoneName         = FName(*FString(TEXT("FR")));
    wfr.AdditionalOffset = FVector(0.f, 0.f, 0.f);
    movement_component->WheelSetups.Add(wfr);

    wbl.WheelClass       = URTSBackWheel::StaticClass();
    wbl.BoneName         = FName(*FString(TEXT("BL")));
    wbl.AdditionalOffset = FVector(0.f, 0.f, 0.f);
    movement_component->WheelSetups.Add(wbl);

    wbr.WheelClass       = URTSBackWheel::StaticClass();
    wbr.BoneName         = FName(*FString(TEXT("BR")));
    wbr.AdditionalOffset = FVector(0.f, 0.f, 0.f);
    movement_component->WheelSetups.Add(wbr);
}

Solved.
Forget call Super::BeginPlay() in my instance.