Why my pawn stops moving after fiew ticks.

Hey everyone, I am newbie and I have problem with pawn movement. I want pawn to move in set direction with constant speed but after setting initial velocity it stops after 2 ticks, where could be the problem?

The code:

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


#include "Ball.h"
#include <GameFramework/FloatingPawnMovement.h>

// Sets default values
ABall::ABall()
{

	PrimaryActorTick.bCanEverTick = true;
	movementDirection.X = FMath::RandBool() == true ? -1.0f : 1.0f;
	movementDirection.Y = FMath::RandBool() == true ? -1.0f : 1.0f;
	movementDirection.Z = 0.0f;
	BallVelocity = movementDirection * movementSpeed;
	movementComponent = CreateDefaultSubobject<UFloatingPawnMovement>(TEXT("PawnMovementComponent"));
	movementComponent->Velocity = BallVelocity;
	UE_LOG(LogTemp, Warning, TEXT("Movement speed constr %f"), movementComponent->Velocity.Size());
}

// Called when the game starts or when spawned
void ABall::BeginPlay()
{
	Super::BeginPlay();
	UE_LOG(LogTemp, Warning, TEXT("Movement speed begin1 %f"), movementComponent->Velocity.Size());
	movementComponent->Velocity = BallVelocity;
}

// Called every frame
void ABall::Tick(float DeltaTime)
{

	Super::Tick(DeltaTime);
	UE_LOG(LogTemp, Warning, TEXT("Movement speed tick %f"), movementComponent->Velocity.Size());
	//movementComponent->AddInputVector(BallVelocity, true);

}

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

}