Component inherit and behavior changes

Good morning all or afternoon,

I have that Scene component having a component inside if itself.
First of all, the code in the viewport doesn’t work.
Second, the same exact code in standalone works perfectly.

Now, when I inherit this code with a blueprint, the behavior change and the attachments aren’t working anymore.

UInteractionSystem::UInteractionSystem()
{
	// Set this component to be initialized when the game starts, and to be ticked every frame.  You can turn these features
	// off to improve performance if you don't need them.
	bWantsBeginPlay = true;
	PrimaryComponentTick.bCanEverTick = false;

	interactRange = 500.0;

	setInteractSphere();
	setInteractText();

	// Set delegates for range
	interactSphere->OnComponentBeginOverlap.AddDynamic(this, &UInteractionSystem::playerEnterRange);
	interactSphere->OnComponentEndOverlap.AddDynamic(this, &UInteractionSystem::playerExitRange);

	if (GetOwner()){
		// Depending on if a Root Component exist, assign or attach the component to Root Component
	if (!GetOwner()->GetRootComponent()){
		GetOwner()->SetRootComponent(this);
	} else {
		this->AttachParent = GetOwner()->GetRootComponent();
	}

	interactSphere->AttachTo(this);
	interactText->AttachTo(this);
	}
	
}

Well… RegisterComponent(); solved at least part of my problem.