[Solved] Why LogicComponent derivative's Start never fires?

I must be missing something simple. The goal here is to get a simple custom component based on LogicComponent working with Start and Update correctly being invoked. Any ideas? The OnNodeSet works, but Start and Update do not.

Thing.h

[spoiler][code]
#pragma once
#include <Urho3D/Scene/LogicComponent.h>
using namespace Urho3D;

class Thing : public LogicComponent {

OBJECT(Thing);

public:
	Thing(Context* context);
	static void RegisterObject(Context *context);
	virtual void Start();
	virtual void Update(float timestep);
protected:
	virtual void OnNodeSet(Node *node);
private:

};
[/code][/spoiler]

Thing.cpp

[spoiler][code]
#include <Urho3D/Urho3D.h>
#include <Urho3D/Scene/Node.h>
#include <Urho3D/Core/Context.h>
#include <Urho3D/IO/Log.h>
#include <Urho3D/Core/Object.h>

#include “Thing.h”

using namespace Urho3D;

Thing::Thing(Context* context) : LogicComponent(context) {}

void Thing::RegisterObject(Context *context) { context->RegisterFactory(); }

void Thing::Start() { LOGINFO("(I never see this) Component Started"); }

void Thing::Update(float timestep) { LOGINFO(String("(I never see this) component update step: ")+String(timestep)); }

void Thing::OnNodeSet(Node* node) { LOGINFO(“This works fine.”); }
[/code][/spoiler]

Main Application Constructor (registering the component)

CustomTest(Context * context) : Application(context) { Thing::RegisterObject(context); }

Adding the Component

boxNode_->CreateComponent<Thing>();

Ah, thank you. This makes sense now that I look at the headers for LogicComponent and Component.