Class extending ABrush don't render

I have created a BrushTracker class extending the ABrush to validate some properties of the brushes I am creating. It compiles and works fine, but after placing it in the editor and setting brush type to Cube, it doesn’t appear on the viewport. No bounds, Edges, Surfaces appear.

Header File:

#pragma once

#include <list>
#include <Runtime\Engine\Classes\Engine\Brush.h>
#include <Runtime\Engine\Classes\Kismet\GameplayStatics.h>
#include <Runtime\Core\Public\Async\Async.h>
#include "CoreMinimal.h"
#include "BrushTracker.generated.h"

UCLASS()
class TRAPPEDINSIDE_API ABrushTracker : public ABrush
{
	GENERATED_BODY()

public:
	// Sets default values for this actor's properties
	ABrushTracker();

	UFUNCTION(BlueprintCallable, Category = Trackers)
		void TrackBrushesAsync();

	UPROPERTY(EditAnywhere, Category = Trackers)
		bool Debug;

	UPROPERTY(EditAnywhere, Category = Trackers)
		bool Test;

	UPROPERTY(EditAnywhere, Category = Trackers)
		bool ListSizes;

	UPROPERTY(EditAnywhere, Category = Trackers)
		bool ListLocation;

private:
	std::list<float> BrushXSizes;
	std::list<float> BrushYSizes;
	std::list<float> BrushZSizes;
	std::list<float> BrushXLocation;
	std::list<float> BrushYLocation;
	std::list<float> BrushZLocation;

private:
	void TrackBrushes();
	void TrackNormal(ABrush* brush);
	void TrackCurve(ABrush* brush);
	void TrackFit(ABrush* brush);
	void TrackStep(ABrush* brush);

protected:
	// Called when the game starts or when spawned
	virtual void BeginPlay() override;
	virtual void PostEditChangeProperty(FPropertyChangedEvent& PropertyChangedEvent) override;

public:
	// Called every frame
	virtual void Tick(float DeltaTime) override;
};

Implementation file:

#include <list>
#include <future>
#include "BrushTracker.h"

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

void ABrushTracker::TrackBrushesAsync()
{
	std::thread(&ABrushTracker::TrackBrushes, this).detach();
}

void ABrushTracker::TrackBrushes()
{
    (...)
}

void ABrushTracker::TrackNormal(ABrush* brush)
{
    (...)
}

void ABrushTracker::TrackCurve(ABrush* brush)
{
    (...)
}

void ABrushTracker::TrackFit(ABrush* brush)
{
    (...)
}

void ABrushTracker::TrackStep(ABrush* brush)
{
    (...)
}

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

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