UDestructibleComponent - Weird physics and no child position update

Header file:

// Authored by me

#pragma once

#include "CoreMinimal.h"
#include "GameFramework/Actor.h"
#include "Components/PointLightComponent.h"
#include "DestructibleComponent.h"
#include "Test.generated.h"

UCLASS()
class UNREALARCHERYSHOOTER_API ATest : public AActor
{
	GENERATED_BODY()

public:
	ATest();

protected:
	virtual void BeginPlay() override;

private:
	UPROPERTY(EditAnywhere)
	UDestructibleComponent* DestructibleComponent;

	UPROPERTY(EditAnywhere)
	UPointLightComponent* Light;
};

.cpp file (just comment and include header else)

// Authored by me

#include "Test.h"

ATest::ATest()
{
	DestructibleComponent = CreateDefaultSubobject<UDestructibleComponent>("DMComp");
	Light = CreateDefaultSubobject<UPointLightComponent>("Light");
	DestructibleComponent->SetSimulatePhysics(true);
	GLog->Log(DestructibleComponent->IsSimulatingPhysics() ? TEXT("true") : TEXT("false")); // shows "false"
	RootComponent = DestructibleComponent;
	Light->SetupAttachment(RootComponent);
}

void ATest::BeginPlay()
{
	Super::BeginPlay();
	GLog->Log(DestructibleComponent->IsSimulatingPhysics() ? TEXT("true") : TEXT("false")); // Shows "false"
	DestructibleComponent->SetSimulatePhysics(true); // without this line Actor does not fall down
	GLog->Log(DestructibleComponent->IsSimulatingPhysics() ? TEXT("true") : TEXT("false")); // Shows "false", but actor falls down
}