Simple ECS/DOTS collision system not working

Hey. I am new to ECS, specially the latest package versions, and I am facing difficulties getting even a simple collision detection system to fire properly. All I want to do is detect a collision with a console message and even that seems to be beyond me. The code below compiles fine and it’s an adaption of some older examples I found, using the “new” SystemBase instead of the JobComponentSystem. However, when I shoot my projectiles all over the scene and see them hit (and bounce of) my targets, no console message shows up. At this point I am little frustrated with this, so please any help or comment you could provide, would be most welcomed. Thanks in advance.

using UnityEngine;
using Unity.Jobs;
using Unity.Entities;
using Assets.ACS.Scripts.DataComponents;
using Unity.Transforms;
using Unity.Mathematics;
using Unity.Physics;
using Unity.Physics.Systems;
using Unity.Burst;

namespace Assets.ACS.Scripts.Systems
{

    [UpdateInGroup(typeof(FixedStepSimulationSystemGroup))]
    [UpdateAfter(typeof(ExportPhysicsWorld))]
    [UpdateBefore(typeof(EndFramePhysicsSystem))]
    public partial class ACS_CollisionSystem : SystemBase
    {
        BeginInitializationEntityCommandBufferSystem ecbSystem;
        BuildPhysicsWorld buildPhysicsWorldSystem;
        StepPhysicsWorld stepPhysicsWorldSystem;

        protected override void OnCreate()
        {
            ecbSystem = World.GetOrCreateSystem<BeginInitializationEntityCommandBufferSystem>();
            buildPhysicsWorldSystem = World.DefaultGameObjectInjectionWorld.GetOrCreateSystem<BuildPhysicsWorld>();
            stepPhysicsWorldSystem = World.DefaultGameObjectInjectionWorld.GetOrCreateSystem<StepPhysicsWorld>();

            RequireForUpdate(GetEntityQuery(new EntityQueryDesc
            {
                All = new ComponentType[] { typeof(ACS_ProjectileData) }
            }));
        }

        [BurstCompile]
        private struct CollisionEventJob : ICollisionEventsJob
        {
            public void Execute(CollisionEvent collisionEvent)
            {
                Debug.Log("Collision");
            }
        }

        protected override void OnStartRunning()
        {
            base.OnStartRunning();
            this.RegisterPhysicsRuntimeSystemReadOnly();
        }

        protected override void OnUpdate()
        {
            // Schedule physics check
            Dependency = new CollisionEventJob().Schedule(stepPhysicsWorldSystem.Simulation, Dependency);
        }
    }
}

Mandatory question, have you checked this setting yet?:

Physics Shape / Collide Raise Collision Events