Get Location of the TargetPoint

I want to get location of a ATargetPoint Actor in C++. The target point is set it from BP

I know the ATargetPoint extend in AActor, it is strange that why I cannot use the GetActorLocation.

My Header is



UCLASS()
class ASTEROIDGAME_API ABoundaries : public AActor
{
    GENERATED_BODY()

public:    
    UPROPERTY(Category = Mesh, VisibleDefaultsOnly, BlueprintReadOnly, meta = (AllowPrivateAccess = "true"))
    class UStaticMeshComponent* PlaneMesh;

    UPROPERTY(VisibleDefaultsOnly, Category = Collision)
    class UBoxComponent* CollisionComponent;

    UPROPERTY(EditAnywhere, Category = "Spawn Location")
    TSubclassOf<ATargetPoint> TargetPoint;

    // Sets default values for this actor's properties
    ABoundaries();

    UFUNCTION()
    void OnOverlapBegin(UPrimitiveComponent* OverlappedComp, AActor* OtherActor, UPrimitiveComponent* OtherComp, int32 OtherBodyIndex, bool bFromSweep, const FHitResult& SweepResult);

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

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

};



and the cpp is



// Fill out your copyright notice in the Description page of Project Settings.


#include "Boundaries.h"
#include "SpaceCraftPawn.h"
#include "Engine/World.h"



// Sets default values
ABoundaries::ABoundaries()
{
     // 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;

    PlaneMesh = CreateDefaultSubobject<UStaticMeshComponent>(TEXT("BaseMesh"));
    RootComponent = PlaneMesh;

    CollisionComponent = CreateDefaultSubobject<UBoxComponent>(TEXT("Collision"));
    CollisionComponent->AttachTo(RootComponent);

    CollisionComponent->OnComponentBeginOverlap.AddDynamic(this, &ABoundaries::OnOverlapBegin);

}

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

}

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

}

void ABoundaries::OnOverlapBegin(UPrimitiveComponent* OverlappedComp, AActor* OtherActor, UPrimitiveComponent* OtherComp, int32 OtherBodyIndex, bool bFromSweep, const FHitResult& SweepResult)
{
    if ((OtherActor != NULL) && (OtherActor != this) && (OtherComp != NULL))
    {
        ASpaceCraftPawn* SpaceCraftPawn = Cast<ASpaceCraftPawn>(OtherActor);

        if (SpaceCraftPawn)
        {

            UWorld* World = GetWorld();

            if (World)
            {
                FActorSpawnParameters SpawnParams;
                SpawnParams.Owner = this;
                SpawnParams.Instigator = Instigator;

                World->SpawnActor<ABoundaries>(GetClass(), FVector(100,0,0), FRotator::ZeroRotator, SpawnParams);

            }
            UE_LOG(LogTemp, Warning, TEXT("OverLap Begin"));
        }
    }

}