3rd person power up tutorial spawning not working

I completed all of the code from the tutorial up to the end of video 8. After that, I decided to compile and test it out myself. I set the spawn volumes to the correct classes but nothing ends up spawning. This is the code from my spawn volume class,

SpawnVolume.h

#include "GameFramework/Actor.h"
#include "SpawnVolume.generated.h"

UCLASS()
class BATTERYCOLLECTOR_API ASpawnVolume : public AActor
{
	GENERATED_BODY()
	
public:	
	// Sets default values for this actor's properties
	ASpawnVolume();

	// Called when the game starts or when spawned
	virtual void BeginPlay() override;
	
	// Called every frame
	virtual void Tick( float DeltaSeconds ) override;

	//returns the wheretospawn subobject
	FORCEINLINE class UBoxComponent* GetWhereToSpawn() const { return WhereToSpawn; }

	//Find random point in spawn volume
	UFUNCTION(BlueprintPure, Category = "Spawning")
	FVector GetRandomPointInVolume();

protected:
	//pickup to spawn
	UPROPERTY(EditAnywhere, Category = "Spawning")
	TSubclassOf<class APickup> WhatToSpawn;

	FTimerHandle SpawnTimer;

	//min spawn delay
	UPROPERTY(EditAnywhere, BlueprintReadWrite, Category = "Spawning")
	float SpawnDelayRangeLow;

	//max spawn delay
	UPROPERTY(EditAnywhere, BlueprintReadWrite, Category = "Spawning")
	float SpawnDelayRangeHigh;

private:
	//Box Component to specify where pickups should be spawned
	UPROPERTY(VisibleAnywhere, BlueprintReadOnly, Category = "Spawning", meta = (AllowPrivateAccess = "true"))
	class UBoxComponent* WhereToSpawn;
	
	//handle spawning a new pickup
	void SpawnPickup();

	//current spawn delay
	float SpawnDelay;
};

SpawnVolume.cpp

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

#include "BatteryCollector.h"
#include "SpawnVolume.h"
#include "Kismet/KismetMathLibrary.h"
#include "Pickup.h"

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

	//Create Box Component to represent spawn Volume
	WhereToSpawn = CreateDefaultSubobject<UBoxComponent>(TEXT("WhereToSpawn"));
	RootComponent = WhereToSpawn;

	//set spawn delay range
	SpawnDelayRangeLow = 1.0f;
	SpawnDelayRangeHigh = 4.5f;

}

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

	SpawnDelay = FMath::FRandRange(SpawnDelayRangeLow, SpawnDelayRangeHigh);
	GetWorldTimerManager().SetTimer(SpawnTimer, this, &ASpawnVolume::SpawnPickup, false);
	
}

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

}
FVector ASpawnVolume::GetRandomPointInVolume() {
	FVector SpawnOrigin = WhereToSpawn->Bounds.Origin;
	FVector SpawnExtent = WhereToSpawn->Bounds.BoxExtent;

	return UKismetMathLibrary::RandomPointInBoundingBox(SpawnOrigin, SpawnExtent);
}

void ASpawnVolume::SpawnPickup() {
	//if we have something to spawn
	if (WhatToSpawn != NULL) {
		//check for valid world
		UWorld* const World = GetWorld();
		if (World) {
			//set spawn parameters
			FActorSpawnParameters SpawnParams;
			SpawnParams.Owner = this;
			SpawnParams.Instigator = Instigator;
			//get random location to spawn at
			FVector SpawnLocation = GetRandomPointInVolume();
			//get a random rotation for spawned item
			FRotator SpawnRotation;
			SpawnRotation.Yaw = FMath::FRand() *360.0f;
			SpawnRotation.Pitch = FMath::FRand() *360.0f;
			SpawnRotation.Roll = FMath::FRand() *360.0f;
			//spawn pickup
			APickup* const SpawnedPickup = World->SpawnActor<APickup>(WhatToSpawn, SpawnLocation, SpawnRotation, SpawnParams);

			SpawnDelay = FMath::FRandRange(SpawnDelayRangeLow, SpawnDelayRangeHigh);
			GetWorldTimerManager().SetTimer(SpawnTimer, this, &ASpawnVolume::SpawnPickup, false);
		}
	}
}

You are missing the SpawnDelay param in SetTimer(). I have that different to yours so I figured I should tell you. Btw have you been able to add the spawnvolume object I could but I couldn’t move it or see the inherited method like in the last part of the video.