Class extending ATriggerVolume has no brush?

I have created a APressurePlate class extending the ATriggerVolume.
It compiles just fine, but after placing it in the editor and setting the brush type to “Box”, I see no brush to edit. The green bounding box doesn’t show up, and it broadcasts no overlap events in game.

I placed it next to a native ATriggerVolume instance for comparison:

Header file:

#pragma once

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

UCLASS(BlueprintType, Blueprintable)
class ESCAPE_API APressurePlate : public ATriggerVolume
{
	GENERATED_BODY()
	
public:	
	APressurePlate();

	virtual void BeginPlay() override;
	
	virtual void Tick( float DeltaSeconds ) override;

    virtual void NotifyActorBeginOverlap(AActor* OtherActor);
    virtual void NotifyActorEndOverlap(AActor* OtherActor);
};

Implementation file:

#include "MyGame.h"
#include "PressurePlate.h"
    
APressurePlate::APressurePlate()
{
	PrimaryActorTick.bCanEverTick = true;

}

void APressurePlate::BeginPlay()
{
	Super::BeginPlay();
}

void APressurePlate::Tick( float DeltaTime )
{
	Super::Tick( DeltaTime );

}

void APressurePlate::NotifyActorBeginOverlap(AActor* OtherActor)
{
    UE_LOG(LogTemp, Warning, TEXT("%s entered"), *OtherActor->GetName());
}

void APressurePlate::NotifyActorEndOverlap(AActor* OtherActor)
{
    UE_LOG(LogTemp, Warning, TEXT("%s left"), *OtherActor->GetName());
}

I found a workaround: Create an ATriggerVolume and go to its properties under Actor > Convert Actor and select your derived class.

But it’s likely to revert at some point again

Adding a Box collision component solved it, it apparently that component is hidden in the native ATriggerVolume