Collision not working with Projectiles

I have been following the FPS Project Tutorial. Recently I just finished getting through the collision part. Collision of the box with my pawn works. However the projectiles still pass right through the box without the box moving or blocking the projectile.

This is my .cpp file
AFPSProjectile::AFPSProjectile(const FObjectInitializer& ObjectInitializer)
: Super(ObjectInitializer)
{
// Use a sphere as a simple collision representation
CollisionComp = ObjectInitializer.CreateDefaultSubobject(this, TEXT(“SphereComp”));
CollisionComp->InitSphereRadius(15.0f);
RootComponent = CollisionComp;
CollisionComp->BodyInstance.SetCollisionProfileName(“Projectile”);

	// Use a ProjectileMovementComponent to govern this projectile's movement
	ProjectileMovement = ObjectInitializer.CreateDefaultSubobject<UProjectileMovementComponent>(this, TEXT("ProjectileComp"));
	ProjectileMovement->UpdatedComponent = CollisionComp;
	ProjectileMovement->InitialSpeed = 3000.f;
	ProjectileMovement->MaxSpeed = 3000.f;
	ProjectileMovement->bRotationFollowsVelocity = true;
	ProjectileMovement->bShouldBounce = true;
	ProjectileMovement->Bounciness = 0.3f;
	// Die after 3 seconds by default
	InitialLifeSpan = 3.0f;
}

void AFPSProjectile::InitVelocity(const FVector& ShootDirection)
{
	if (ProjectileMovement)
	{
		// set the projectile's velocity to the desired direction
		ProjectileMovement->Velocity = ShootDirection * ProjectileMovement->InitialSpeed;
	}
}

void AFPSProjectile::OnHit(AActor* OtherActor, UPrimitiveComponent* OtherComp, FVector NormalImpulse, const FHitResult& Hit)
{
	if (OtherActor && (OtherActor != this) && OtherComp)
	{
		OtherComp->AddImpulseAtLocation(ProjectileMovement->Velocity * 100.0f, Hit.ImpactPoint);
		CollisionComp->OnComponentHit.AddDynamic(this, &AFPSProjectile::OnHit);
	}
}

This is from the DefaultEngine
[/Script/Engine.CollisionProfile]
+DefaultChannelResponses=(Channel=ECC_GameTraceChannel1, Name=Projectile)
+Profiles=(Name=“Projectile”, CollisionEnabled=QueryOnly,ObjectTypeName=Projectile, CustomResponses=(
(Channel=Static, Response=ECR_Block),
(Channel=PawnMovement, Response=ECR_Block),
(Channel=Dynamic, Response=ECR_Block),
(Channel=PhysicsBody, Response=ECR_Block),
(Channel=VehicleMovement, Response=ECR_Block),
(Channel=Destructible, Response=ECR_Block)
))