Audio component wont play when called from actor component script

Scenario: I have an actor with an audio component (set up with the audio to be played), and an actor component called . In the TriggerExplosion.h, I have it set up as
UPROPERTY(EditAnywhere) UAudioComponent* MyAudio = nullptr;

and in the cpp, I try to call it in the BeginPlay section, defining it using

MyAudio = GetOwner()->FindComponentByClass<UAudioComponent>();

In the PlayTrigger() function, Im trying to call it using “MyAudio->Play();”
, but the audio set doesnt play… Here is the cpp script. Also, the header has the required Include.

#include "TriggerExplosion.h"

// Sets default values for this component's properties
UTriggerExplosion::UTriggerExplosion()
{
	// Set this component to be initialized when the game starts, and to be ticked every frame.  You can turn these features
	// off to improve performance if you don't need them.
	PrimaryComponentTick.bCanEverTick = true;
}


// Called when the game starts
void UTriggerExplosion::BeginPlay()
{
	Super::BeginPlay();
	
	MyAudio = GetOwner()->FindComponentByClass<UAudioComponent>();
	CheckTrigger();
	CheckAudio();
	PlayTrigger();
}


// Called every frame
void UTriggerExplosion::TickComponent(float DeltaTime, ELevelTick TickType, FActorComponentTickFunction* ThisTickFunction)
{
	Super::TickComponent(DeltaTime, TickType, ThisTickFunction);	
}

void UTriggerExplosion::CheckTrigger()
{
	if (!TriggerFX)
	{
		UE_LOG(LogTemp, Error, TEXT("MISSING: TRIGGER VOLUME"));
	}
	else
	{
		UE_LOG(LogTemp, Warning, TEXT("FOUND: TRIGGER VOLUME"));
	}
}

void UTriggerExplosion::CheckAudio()
{
	if (!MyAudio)
	{
		UE_LOG(LogTemp, Error, TEXT("MISSING: AUDIO COMPONENT"));
	}
	else
	{
		UE_LOG(LogTemp, Warning, TEXT("FOUND: AUDIO COMPONENT"));
	}
}
void UTriggerExplosion::PlayTrigger()
{
	if (MyAudio)
	{
		MyAudio->Play(); 
	}
	else
	{
		return;
	}
}

And to follow up, when Finding the audio component from the owner, it successfully shows that it has been found. im still unsure what the fault is.