GAS Ability wont activate

Just trying to get a boilerplate Gameplay Ability to trigger the Activate event. Can anyone see if I’m doing anything wrong?

void AETHD_Hero::BeginPlay()
{
    Super::BeginPlay();
}
AETHD_Hero::AETHD_Hero(const FObjectInitializer& OI) : Super(OI.SetDefaultSubobjectClass<UMICharacterMovementComponent>(ACharacter::CharacterMovementComponentName))
{
    AbilSysComp = AETHD_Hero::CreateDefaultSubobject<UETHD_AbilitySystemComponent>("HeroAbilitySystemComponent");
    DefAttSet = CreateDefaultSubobject<UETHD_AttributeSet>("DefaultHeroAttributes");
}
UAbilitySystemComponent* AETHD_Hero::GetAbilitySystemComponent() const
{
    return AbilSysComp;
}
//////
UETHD_GameplayAbility::UETHD_GameplayAbility(const FObjectInitializer& OI) : Super(OI)
{
    InstancingPolicy = EGameplayAbilityInstancingPolicy::InstancedPerActor;
    SetFlags(EObjectFlags::RF_ClassDefaultObject);
    if (CurrentActorInfo == nullptr)
    {
        AActor* OwnerActor = Cast<AActor>(GetOuter());        
        UAbilitySystemComponent* AbilitySystemComponent = nullptr;
        if (OwnerActor != nullptr)
        {
            const IAbilitySystemInterface* ASI = Cast<IAbilitySystemInterface>(OwnerActor);
            if (ASI)
            {
                AbilitySystemComponent = ASI->GetAbilitySystemComponent();
            }
            else
            {
                AbilitySystemComponent = OwnerActor->FindComponentByClass<UAbilitySystemComponent>();
            }
        }
        if (AbilitySystemComponent != nullptr)
        {
            CurrentActorInfo = AbilitySystemComponent->AbilityActorInfo.Get();
        }        
    }
}
//////
UETHD_AbilitySystemComponent::UETHD_AbilitySystemComponent(const FObjectInitializer& OI) : Super(OI)
{
}

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