Unreal C++creates a component called TickComponent that does not execute

UCombatComponent::UCombatComponent()
{
PrimaryComponentTick.bCanEverTick = true;

}

void UCombatComponent::TickComponent(float DeltaTime, ELevelTick TickType, FActorComponentTickFunction* ThisTickFunction)
{
Super::TickComponent(DeltaTime, TickType, ThisTickFunction);

FHitResult HitResult;
TraceUnderCrosshairs(HitResult);

}