Strange behavior on a skeleton Mesh

Hi

I’ve encountered a strange behavior in the unreal engine 5 and I have no idea how to fix it.

When I create a blueprint from a C++ the mesh behaves strangely in a skeleton mesh, not what I expect. But only it’s from a C++ class. If I just create the same structure in blueprint it works fine. But see yourself, What happened to the hair?

the header file:

// Fill out your copyright notice in the Description page of Project Settings.

#pragma once

#include "CoreMinimal.h"
#include "GameFramework/Pawn.h"
#include "Test_Pawn_Class.generated.h"

UCLASS()
class TESTPROJECT_API ATest_Pawn_Class : public APawn
{
	GENERATED_BODY()

public:
	// Sets default values for this pawn's properties
	ATest_Pawn_Class();
	// Called every frame
	virtual void Tick(float DeltaTime) override;

	// Called to bind functionality to input
	virtual void SetupPlayerInputComponent(class UInputComponent* PlayerInputComponent) override;

protected:
	// Called when the game starts or when spawned
	virtual void BeginPlay() override;

private:
	UPROPERTY(VisibleAnywhere, BlueprintReadOnly, Category = "Components", meta = (AllowPrivateAccess = "true"))
	class UCapsuleComponent* CapsuleComp;
	UPROPERTY(VisibleAnywhere, BlueprintReadOnly, Category = "Components", meta = (AllowPrivateAccess = "true"))
	class USkeletalMeshComponent* Mesh;
	UPROPERTY(VisibleAnywhere, BlueprintReadOnly, Category = "Components", meta = (AllowPrivateAccess = "true"))
	class USkeletalMeshComponent* Hair;
	UPROPERTY(VisibleAnywhere, BlueprintReadOnly, Category = "Components", meta = (AllowPrivateAccess = "true"))
	class USkeletalMeshComponent* Cloth;	
};

the cpp file

// Fill out your copyright notice in the Description page of Project Settings.


#include "Test_Pawn_Class.h"
#include "Components/CapsuleComponent.h"
#include "Engine/SkeletalMesh.h"

// Sets default values
ATest_Pawn_Class::ATest_Pawn_Class()
{
 	// Set this pawn to call Tick() every frame.  You can turn this off to improve performance if you don't need it.
	PrimaryActorTick.bCanEverTick = true;

	CapsuleComp = CreateDefaultSubobject<UCapsuleComponent>(TEXT("Capsule Collider"));
	RootComponent = CapsuleComp;

	Mesh = CreateDefaultSubobject<USkeletalMeshComponent>(TEXT("Body"));
	Mesh->SetupAttachment(RootComponent);

	Hair = CreateDefaultSubobject<USkeletalMeshComponent>(TEXT("Hair"));
	Hair->AttachToComponent(Mesh,FAttachmentTransformRules(EAttachmentRule::SnapToTarget, true),TEXT("Hair"));
	//Hair->SetupAttachment(Mesh);
	Hair->SetMasterPoseComponent(Mesh);

	Cloth = CreateDefaultSubobject<USkeletalMeshComponent>(TEXT("Cloth"));
	Cloth->AttachToComponent(Mesh,FAttachmentTransformRules(EAttachmentRule::SnapToTarget, true),TEXT("Cloth"));
	//Hair->SetupAttachment(Mesh);
	Cloth->SetMasterPoseComponent(Mesh);

}

// Called when the game starts or when spawned
void ATest_Pawn_Class::BeginPlay()
{
	Super::BeginPlay();
	
}

// Called every frame
void ATest_Pawn_Class::Tick(float DeltaTime)
{
	Super::Tick(DeltaTime);

}

// Called to bind functionality to input
void ATest_Pawn_Class::SetupPlayerInputComponent(UInputComponent* PlayerInputComponent)
{
	Super::SetupPlayerInputComponent(PlayerInputComponent);

}

what it looks:

same structur only blueprint:

Any idea what happend and how i can solve this?

i still need help, pls.