I have no error but the code is not running

#include “Explosive_Barrael.h”
#include “BarrelHealthComponent.h”
#include “Kismet/GameplayStatics.h”
#include “PhysicsEngine/RadialForceComponent.h”
#include “Components/StaticMeshComponent.h”

// Sets default values
AExplosive_Barrael::AExplosive_Barrael()
{
HealthComp = CreateDefaultSubobject(TEXT(“HealthComp”));
HealthComp->OnHealthChangedOfBarrel.AddDynamic(this, &AExplosive_Barrael::OnHealthChanged);

MeshComp = CreateDefaultSubobject<UStaticMeshComponent>(TEXT("MeshComp"));
MeshComp->SetSimulatePhysics(true);
MeshComp->SetCollisionObjectType(ECC_PhysicsBody);
RootComponent = MeshComp;

RadialForceComp = CreateDefaultSubobject<URadialForceComponent>("RadialForceComponent");
RadialForceComp->SetupAttachment(MeshComp);
RadialForceComp->Radius = 250;
RadialForceComp->bImpulseVelChange = true;
RadialForceComp->bAutoActivate = false;
RadialForceComp->bIgnoreOwningActor = true;

ExplosionImpulse = 400;

}

void AExplosive_Barrael::OnHealthChanged(UBarrelHealthComponent* HealthComp_2, float Health, float HealthDeltaorDamage, const UDamageType* DamageType, AController* InstigatedBy, AActor* DamageCauser)
{
if (bExploded)
{
return;
}

if (Health <= 0.0f)
{
	bExploded = true;
	FVector BoosIntensity = FVector::UpVector * ExplosionImpulse;
	MeshComp->AddImpulse(BoosIntensity, NAME_None, true);
	if (ExplosionEffect)
	{
		UGameplayStatics::SpawnEmitterAtLocation(GetWorld(), ExplosionEffect, GetActorLocation());
	}
	if (ExplodedMaterial)
	{
		MeshComp->SetMaterial(0, ExplodedMaterial);
	}
	RadialForceComp->FireImpulse();
}

}

/////////////////////////////////////////////////////////////////.h file/////////////////////////////////////////////////////////////////////////////////////////////////////

#include “CoreMinimal.h”
#include “GameFramework/Actor.h”
#include “Explosive_Barrael.generated.h”

class UBarrelHealthComponent;
class UStaticMeshComponent;
class URadialForceComponent;
class UParticleSystem;
class UMaterialInterface;

UCLASS()
class PROJECT2NDSEMISTER_API AExplosive_Barrael : public AActor
{
GENERATED_BODY()

public:
// Sets default values for this actor’s properties
AExplosive_Barrael();

protected:
//health component is Kept in Barrel
UPROPERTY(EditDefaultsOnly, BlueprintReadOnly, Category = “Components”)
UBarrelHealthComponent* HealthComp;

UPROPERTY(EditDefaultsOnly, BlueprintReadOnly, Category = "Components")
	UStaticMeshComponent* MeshComp;

UPROPERTY(EditDefaultsOnly, BlueprintReadOnly, Category = "Components")
	URadialForceComponent* RadialForceComp;

UFUNCTION()
	void OnHealthChanged(UBarrelHealthComponent* HealthComp_1, float Health, float HealthDeltaorDamage, const class UDamageType* DamageType, class AController* InstigatedBy, AActor* DamageCauser);

UPROPERTY(EditDefaultsOnly, Category = "FX")
	float ExplosionImpulse;

UPROPERTY(EditDefaultsOnly, Category = "FX")
	UParticleSystem* ExplosionEffect;

UPROPERTY(EditDefaultsOnly, Category = "FX")
	UMaterialInterface* ExplodedMaterial;

bool bExploded;

};