Physics simulation not working in C++ USkeletalMeshComponent, only works in BP

So I have a weapon that simulates physics. It is a chain and I set it all up in the physics asset. But when I set the mesh in my USkeletalMeshComponent C++ class on my character, the physics simulations doesn’t work at all. But when I just create a SkeletalMeshComponent blueprint seperately on the character and set the mesh, it works. All the base class does is attach to the socket on character’s hand, spawn particle on hit and detect collision using a trace. I made sure all the settings are correct (ex. simulate physics set to true and collision set to ragdoll) but it doesn’t work in C++, only BP.
What could be the problem?

Ok I fixed it. The problem was I wasn’t calling Super::Tick in my tick function.