custom physics script not running even with modvement mode enabled

after following some tutorials, I was able to create a custom character movement controller, a custom movement mode , and a custom physics script.
The issue is that after successfully enabling the custom movement move as confirmed by this test

if (MovementComponent->MovementMode == CMOVE_Skater && count > 100) {
	UE_LOG(LogTemp, Warning, TEXT("movementModeSet"));
	count = 0;}
else {
	count ++;}

The attached physics script does not run.

the movement mode is attached this way:

void UCustomMoveComponent::PhysCustom(float deltaTime, int32 Iterations)
{
	Super::PhysCustom(deltaTime, Iterations);

	switch (CustomMovementMode) {
	case CMOVE_Skater:
		PhysSkate(deltaTime, Iterations);
		break;
	default:
		UE_LOG(LogTemp, Fatal, TEXT("InvalidMovementMode"))
	}
}

The physics script is defined this way:

void UCustomMoveComponent::PhysSkate(float deltaTime, int32 iterations)
{
	UE_LOG(LogTemp, Warning, TEXT("Skate Physics Started"));

	if (deltaTime < MIN_TICK_TIME){
		return;}
	iterations++;
	bJustTeleported = false;
        Velocity += skateGravity * FVector::DownVector * deltaTime;
	FVector AdjustedPos = Velocity * deltaTime;
	FHitResult Hit(1.f);
	FVector ForwardVec (1,0,0);
	FQuat NewRotation = ForwardVec.Rotation().Quaternion();
	SafeMoveUpdatedComponent(AdjustedPos, NewRotation, true, Hit);

	UE_LOG(LogTemp, Warning, TEXT("Skate Physics ran"));
	
}

the lack of “Skate Physics (ran ||started)” confirms that it is not running regardless of the actual contents of the function
My guess is that there is a link between activating the movement mode and actually using it that i am missing.
Any advice appreciated