C++ Actor Component Will Not Tick

I am trying to create a charactermovement component to seperate some logic in my SkaterCharacter class.

I seem to be able to call the “Apply Boost” function fine, however the problem is nothing else that fires on tick seems to be working.

Firstly, the code in question:


	void ApplyBoost(const FInputActionValue& Value);
	void SetupCharacterMovementComponent();
	const float GetDriftAngle(const USkeletalMeshComponent& ActorMesh) const;
	bool CheckIfDrifting() const;
	void UpdateBoostMeter();

	AActor* Owner;
	ABaseSkater* OwnerCharacter;



	PrimaryComponentTick.bCanEverTick = true;
	PrimaryComponentTick.bStartWithTickEnabled = true;

// Called when the game starts
void USkaterMovementComponent::BeginPlay()

	Owner = GetOwner();

	OwnerCharacter = Cast<ABaseSkater>(GetOwner());

	// If the owner is valid, print its name
	if (Owner)
		UE_LOG(LogTemp, Warning, TEXT("Owner of the SkaterMovementComponent: %s"), *Owner->GetName());
		UE_LOG(LogTemp, Warning, TEXT("SkaterMovementComponent has no owner"));



void USkaterMovementComponent::TickComponent(float DeltaTime, ELevelTick TickType, FActorComponentTickFunction* ThisTickFunction)
	Super::TickComponent(DeltaTime, TickType, ThisTickFunction);
	BoostMeterCurrentValue += BoostIncrement;
	UE_LOG(LogTemp, Warning, TEXT("TickComponent called, DeltaTime: %f"), DeltaTime);

	SpeedKPH = (OwnerCharacter->GetCharacterMovement()->Velocity.Size()) * 0.036f;


And then finally this is how it’s called in my characterclass:


UPROPERTY(EditAnywhere, BlueprintReadOnly, Category = "Movement")
USkaterMovementComponent* SkaterMovementComponent;


	SkaterMovementComponent = CreateDefaultSubobject<USkaterMovementComponent>(TEXT("SkaterMovementComponent"));

I have tried:

Activating tick on the character blueprint
Activating tick before play, changing the tick groups.
Ensuring Super functions are being called for Tick and Begin Play in the component
Closing editor and rebuilding from IDE.
Deleting all unneccessary folders and rebuilding project.

The only clue I have here is that although the component shows in the blueprint (first picture) and I can change the tick settings by selecting it. I cannot change the tick by selecting the root selection in the blueprint editor:

I am absolutely desperate, please somebody impart your wisdom on me!

Second image here shows that actor component is in blueprint, but can’t be edited from the menu in the first image.