Why is my actor location 0 after spawning at runtime?

I’m trying to spawn actor in game. For testing it is very simple:

	HitLocation.ImpactPoint.Z += Height;
	FTransform SpawnTM(FRotator(0, 0, 0), HitLocation.ImpactPoint);
	
	ARPGProjectileSpawner* spawner = Cast<ARPGProjectileSpawner>(UGameplayStatics::BeginSpawningActorFromClass(PowerOwner, effectActor, SpawnTM));
	if (spawner)
	{
		spawner->SetActorLocation(HitLocation.ImpactPoint);
		spawner->SetActorRelativeLocation(HitLocation.ImpactPoint);
		UGameplayStatics::FinishSpawningActor(spawner, SpawnTM);
	}
}

It works, and actor spawn in correct position.

No in that spawned actor I try to get location:

FVector currentLocation = GetActorLocation();
DrawDebugSphere((), currentLocation, Radius, 32, FColor::Yellow, false, 10.0f);

And GetActorLocation() return 0 vector.