'Why is it skipping Sprite.setTexture()?

I have been trying to run my code and it has been skipping this line

this->tileSprite.setTexture(this->tileTexture);

within the constructor of my class Tile

Tile::Tile()
{
   int RNG = rand() % 3 + 1; // randomizer for texture loading

   this->pX = this->pY = 0;

   if (RNG == 1)
   {
       // loads pattern 1
       this->tileTexture.loadFromFile("Sprites/Ground/Unrevealed/Unrevealed Tile 1.png");
       this->tileSprite.setTexture(this->tileTexture);
   }

   else if (RNG == 2)
   {
       // loads pattern 2
       this->tileTexture.loadFromFile("Sprites/Ground/Unrevealed/Unrevealed Tile 2.png");
       this->tileSprite.setTexture(this->tileTexture);
   }

   else if (RNG == 3)
   {
       // loads pattern 3
       this->tileTexture.loadFromFile("Sprites/Ground/Unrevealed/Unrevealed Tile 3.png");
       this->tileSprite.setTexture(this->tileTexture);
   }
}

Here's also my Tile class

class Tile
{
public:
   // constructors
   Tile();
   ~Tile();

   // getters
   // data getters
   float getX();
   float getY();
   sf::Sprite getSprite();

    // list getters
   Tile* getNext();
   Tile* getPrev();
   int getListpos();

    //tile getters
   Tile* getLf();
   Tile* getRt();
   Tile* getUp();
   Tile* getDn();
   Tile* getClu();
   Tile* getCld();
   Tile* getCru();
   Tile* getCrd();


   //setters
   // data setters
   void setX(float newX);
   void setY(float newY);
   virtual void setSprite(sf::Texture& newTexture);
   void setSpritePos(float xPos, float yPos);

   // list setters
   void setNext(Tile* nextTile);
   void setPrev(Tile* prevTile);
   void setListpos(int Listpos);

   //tile setters
   void setLf(Tile* newLf);
   void setRt(Tile* newRt);
   void setUp(Tile* newUp);
   void setDn(Tile* newDn);
   void setClu(Tile* newClu);
   void setCld(Tile* newCld);
   void setCru(Tile* newCru);
   void setCrd(Tile* newCrd);

   //other functions


private:

   // data of the node
   float pX;
   float pY;
   sf::Sprite tileSprite;
   sf::Texture tileTexture;

   // postions of list
   Tile* tNext;
   Tile* tPrev;
   int Listpos;

   // postions of Tile
   Tile* Lf; // Left of the tile
   Tile* Rt; // right of the tile
   Tile* Up; // Up of the tile
   Tile* Dn; // down of the tile
   Tile* Clu; // conner left up of the tile
   Tile* Cld; // conner left down of the tile
   Tile* Cru; // conner right up of the tile
   Tile* Crd; // conner right down of the tile
};


Sources

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Source: Stack Overflow

Solution Source