UE5.1 destroys the character for some reason

When AChar0 kills AChar1, AChar1 respawn successfully via blueprint(spawn new actor and posses(Server)), but AChar0 destroying itself for some reason. Sometimes with a delay, sometimes in the tick of the damage. And it happens rarely (Sometimes it takes several dozens of attempts).
Blueprint Debugger says that C++ is doing it. I looked at the character, pawn, playercontroller files and found nothing (maybe I didn’t look hard enough).
I didn’t touch the engine source.

what does your AChar0 and AChar1 inherit from; ACharacter directly or is there an intermediate class/blueprint? (an intermediate class/blueprint would allow for greater re-usability, and cleaner casting)

if you put a collider that OnCollide just “Kills” the character does that function?

where in the C++ does the debugger point to? (what class, what function)

The character is a blueprint child from ACharacter from the engine, which has not been modified in any way. (AChar1 and AChar2 are the same class. I used those names to refer to)
The Blueprint Debugger only references NativeCode and does not display any relevant information. (screenshot below)
If I use unpossess or destroy the character from BP functions, the Blueprint Debugger will read everything correctly and show destroy/unpossess node.

I debugged all possible variations in my character and found no any pattern. Even if I disable the character destroy or just reset character via variables, the same thing happens. (Default Pawn Class I tried to change too, didn’t help) Sometimes I have to kill >40 characters for this to happen.