Projectiles no longer visible since 4.9 update

I used to be able to see my projectiles spawn from my weapon’s muzzle until I updated to 4.9 a while back. I have been ignoring the issue for a while, but now it is becoming annoying. I have not changed any of the projectile’s code within it’s c++ class, so I am not sure what changed in 4.9 that caused it to be invisible. I have even tried creating a new projectile blueprint based of the same parent c++ class, but it still has the same issue which is telling me something happened in my c++ class.

Here is the constructor method for my projectile class, perhaps I am missing something right in front of face. (Hopefully so!)

ABullet::ABullet(const FObjectInitializer& ObjectInitializer)
	//Object constructor
	PrimaryActorTick.bCanEverTick = true;
	//Bullet mesh and damage
	Mesh = ObjectInitializer.CreateDefaultSubobject<UStaticMeshComponent>(this, TEXT("Mesh"));
	Damage = 10;

	//Bullet collision sphere
	ProxSphere = ObjectInitializer.CreateDefaultSubobject<USphereComponent>(this, TEXT("Proxsphere"));
	ProxSphere->OnComponentBeginOverlap.AddDynamic(this, &ABullet::OnBulletHit);
	RootComponent = ProxSphere;

	//sound effects
	SoundEffect = ObjectInitializer.CreateDefaultSubobject<UAudioComponent>(this, TEXT("Sound Effect"));
	SoundEffect->AttachParent = RootComponent;
	SoundEffect->bStopWhenOwnerDestroyed = false;
	SoundEffect->bAutoActivate = false;

	// Use a ProjectileMovementComponent to govern this projectile's movement
	ProjectileMovement = ObjectInitializer.CreateDefaultSubobject<UProjectileMovementComponent>(this, TEXT("ProjectileComp"));
	ProjectileMovement->UpdatedComponent = ProxSphere;
	ProjectileMovement->InitialSpeed = 3000.f;
	ProjectileMovement->MaxSpeed = 3000.f;
	ProjectileMovement->bRotationFollowsVelocity = false;
	ProjectileMovement->bShouldBounce = false;

Any help or suggestions for debugging would be greatly appreciated.