Well after taking a glance it looks like your position is off since there is 0,0 start position yet your multiplying it times 32 so it's creating a space.
If that doesn't solve it you can test your tiles to see if there is a hole by setting your clear color to red:
Engine.Screen.Clear(sf::Color(255,0,0));
UPDATE:I had some free time to test your code with tTile.Sprite.SetPosition( x * 31, y * 31 ); and I was right it works now.