How to enable Hit detection for Pawns using a custom movement component

I have a simple Pawn actor to which I added a box collider and a custom movement component that inherits from UPawnMovementComponent. Actor movement will be performed in this component and I wish to be able to move the Actor whilst avoiding clipping into geometry similar to the default Character pawn that does not clip through the ground.
My current issue is that my movement component does not generate Hit results. The TickComponent tries to replicate CharacterMovementComponent by simply applying a downwards force and calling ‘SafeMoveUpdatedComponent’ like such:

{
	Super::TickComponent(DeltaTime, TickType, ThisTickFunction);

	const FVector DeltaLocation = FVector(0, 0, -15) * DeltaTime;

	FHitResult Hit(1.0f);
	SafeMoveUpdatedComponent(DeltaLocation, UpdatedComponent->GetComponentQuat(), true, Hit);

	if (Hit.bBlockingHit || Hit.Time < 1.0)
	{
		// some code
	}
}```

This, however, does not work as I the if statement is never satisfied as the Actor sinks into the floor. In blueprints, the EventHit is not fired either unless the Actor hits/is hit by another collider. The default CharacterPawn, on the other hand, receives a Hit result and fires an EventHit for ground collision on the same floor. Is there something I might be missing? 
Here is an image of my Actor's collision settings: 
![image|219x499](upload://zzVpgQqr6d4equNgN3xhaB6fWTM.png)

What you are looking for is the oncomponentHit function added in your CDO (constructor)

example

AMyClass::AMyClass(){

CollisionComponent = CreateDefaultSubobject<USphereComponent>(TEXT("SphereComponent"));
   CollisionComponent->OnComponentHit.AddDynamic(this, &AMyClass::OnHit);
}
void AMyClass::OnHit(UPrimitiveComponent* HitComponent, AActor* OtherActor, UPrimitiveComponent* OtherComponent, FVector NormalImpulse, const FHitResult& Hit)
{
// here you can react to the collision
}

Don’t forget to set collision reactions for the collider.