Destroy() function not working!

Hello guys,

My actor is not destroyed. It inherited from another custom class (AAmmo : public AItem)

AMMO.H



UCLASS()
class AAmmo : public AItem
{
    GENERATED_BODY()

public:
    AAmmo();
    virtual void BeginPlay() override;
    UFUNCTION()
    virtual void OnCollisionBeginOverlap(UPrimitiveComponent* OverlappedComp, AActor* OtherActor, UPrimitiveComponent* OtherComp, int32 OtherBodyIndex, bool bFromSweep, const FHitResult& SweepResult);
    UFUNCTION()
    virtual void OnCollisionEndOverlap(UPrimitiveComponent* OverlappedComp, class AActor* OtherActor, class UPrimitiveComponent* OtherComp, int32 OtherBodyIndex);

};


AMMO.CPP



void AAmmo::OnCollisionBeginOverlap(UPrimitiveComponent* OverlappedComp, AActor* OtherActor, UPrimitiveComponent* OtherComp, int32 OtherBodyIndex, bool bFromSweep, const FHitResult& SweepResult)
{
    if ((OtherActor != nullptr) && (OtherActor != this) && (OtherComp != nullptr))
    {
        auto Character = Cast< AMedievalCharacter >(OtherActor);
        if (Character)
        {
            if (IsValid(Character->GetComponentByClass(UInventoryComponent::StaticClass())))
            {
                auto component = Character->GetComponentByClass(UInventoryComponent::StaticClass());
                UInventoryComponent* inventory = Cast<UInventoryComponent>(component);
                if (inventory)
                {
                    if (inventory->AddItem(1, this))
                    {
                        GEngine->AddOnScreenDebugMessage(-1, 1.f, FColor::Green, FString::Printf(TEXT("You hit this but object not destroyed: %d"), inventory->SearchEmptySlot()));
                        Super::Destroy();
                    }
                }
            }
        }
    }
}


ITEM.H



UCLASS(Abstract, Blueprintable)
class AItem : public AActor
{
    GENERATED_BODY()

public:
    AItem();

    virtual void BeginPlay() override;
    virtual void Tick(float DeltaTime) override;
    //virtual void OnCollisionBeginOverlap(UPrimitiveComponent* OverlappedComp, AActor* OtherActor, UPrimitiveComponent* OtherComp, int32 OtherBodyIndex, bool bFromSweep, const FHitResult& SweepResult);
    //virtual void OnCollisionEndOverlap(UPrimitiveComponent* OverlappedComp, class AActor* OtherActor, class UPrimitiveComponent* OtherComp, int32 OtherBodyIndex);

    UFUNCTION(BlueprintImplementableEvent)
    void        EventOnUsed();

    FItemInfo    GetItemInfo() { return ItemInfo; }


protected:
    UPROPERTY(EditAnywhere, BlueprintReadWrite)
    FItemInfo                        ItemInfo;

    UPROPERTY(VisibleAnywhere, BlueprintReadWrite)
    class UBoxComponent*            BoxCollision;    

    UPROPERTY(VisibleAnywhere, BlueprintReadWrite)
    class USkeletalMeshComponent*    SKMesh;

    UPROPERTY(VisibleAnywhere, BlueprintReadWrite)
    class UStaticMeshComponent*        Mesh;

};


Do you have any idea why is that happening?