Actor shows up in preview, but not when playing?

Hello.

I was following this beginning guide: https://docs.unrealengine.com/latest/INT/Programming/QuickStart/4/index.html

I created the C++ FloatingActor and inserted it onto the level. I added a component ‘Cone’, which gave it a cone look in the preview screen, but if I try to play the game either inside the editor or on a standalone window, the actor won’t show up.

Here’s one screenshot: https://goo.gl/o1Lgo4 and here’s the Cone: https://goo.gl/l6xAyD

It shows up fine in the preview as you can see from the screenshot, but when I play the game there’s no indication of its existence. No shadows, no visual details, nothing. I can walk through it as if it didn’t exist.

Any ideas? I have a feeling I’m missing on some very basic little detail here…

Thanks in advance!

Here’s the actor code:

// Fill out your copyright notice in the Description page of Project Settings.

#pragma once

#include "GameFramework/Actor.h"
#include "FloatingActor.generated.h"

UCLASS()
class MATERIALISM_API AFloatingActor : public AActor
{
	GENERATED_BODY()
	
public:	
	// Sets default values for this actor's properties
	AFloatingActor();

	// Called when the game starts or when spawned
	virtual void BeginPlay() override;
	
	// Called every frame
	virtual void Tick( float DeltaSeconds ) override;

	
	float RunningTime;
};

and:

// Fill out your copyright notice in the Description page of Project Settings.

#include "Materialism.h"
#include "FloatingActor.h"


// Sets default values
AFloatingActor::AFloatingActor()
{
 	// Set this actor to call Tick() every frame.  You can turn this off to improve performance if you don't need it.
	PrimaryActorTick.bCanEverTick = true;

}

// Called when the game starts or when spawned
void AFloatingActor::BeginPlay()
{
	Super::BeginPlay();
	
}

// Called every frame
void AFloatingActor::Tick( float DeltaTime )
{
	Super::Tick( DeltaTime );

	FVector NewLocation = GetActorLocation();
	float DeltaHeight = (FMath::Sin(RunningTime + DeltaTime) - FMath::Sin(RunningTime));
	NewLocation.Z = DeltaHeight * 20.0f;
	RunningTime += DeltaTime;
	SetActorLocation(NewLocation);
}

Line 29 add plus before equals NewLocation.Z += DeltaHeight * 20.0f;

Thanks that did it!