UStaticMeshComponent not ticking when child of blueprint

I’ve got a static mesh component that I added to a blueprint actor, and my static mesh is not getting ticked.

I read online somewhere that I need to set the parent to tick as well, but I’m not sure how to connect a blueprint to a C++ derived class.

Here is my (very simple) class. Thanks!

UCLASS(ClassGroup=(Custom), meta=(BlueprintSpawnableComponent))
class MYPROJ_API UMyMesh : public UStaticMeshComponent
{
	GENERATED_BODY()
public:
	UMyMesh(const FObjectInitializer& ObjectInitializer) : Super(ObjectInitializer) {
		bAutoActivate                             = true;
		PrimaryComponentTick.bCanEverTick     = true;
		PrimaryComponentTick.TickGroup         = TG_PrePhysics;
	}
	
	virtual void TickComponent( float DeltaTime, ELevelTick TickType, FActorComponentTickFunction* ThisTickFunction ) override {
           // Never called :(
         }
};

Apparently I had to call RegisterComponent in the ctor! That seems incorrect, but everything is working now.