Is it bug? Calling UpdateTree() from Tick() more frequently than expected

I’ve made actor with spirte component. When I drop into the level in editor Output Log starts show me this Warring with every tick

LogSCSEditor:Warning: Calling UpdateTree() from Tick() more frequently than expected due to invalid tree node state. This might be a performance issue.

It’s related with this line of code

BillboardComponent = ObjectInitializer.CreateEditorOnlyDefaultSubobject<UBillboardComponent>(this, TEXT("Billboard0"), false);

Hey Waw-

Could you elaborate on what exactly you’re seeing? I created a blueprint and added both PaperSprite and PaperGroupedSprite components. When I placed the blueprint instance into the level I did not get any log warning spam. If there is something that I’ve missed please include the steps to reproduce the issue.

Cheers

Hi Waw,

We have not heard back from you in a few days, so we are marking this post as Resolved for tracking purposes. If you are still experiencing the issue you reported, please respond to this message with additional information and we will offer further assistance.

Thank you.

I have the same issue but with a Notifie inside an AnimSequence.

In my case, in an animation of a few seconds in which I show a particle system for a few frames and then I hide it.

I know that it’s the Notifies because when I delete it the warning messages doesn’t pop up.
Any suggestions?
Some images:

Hey Helghast,

I apologize for the delayed response, I was assigned this and was out of the office yesterday.

Would you be willing to send me an example project showing this bug? I am unable to reproduce it in my own project. You can upload to Google Drive, Dropbox, etc and then PM Me the link on the forums.

Hey Helghast,

We have not heard back from you in a few days, so we are marking this post as Resolved for tracking purposes. If you are still experiencing the issue you reported, please respond to this message with additional information and we will offer further assistance.

Hello Helghast , I have posted a question where I am having the same problem, the acter being referenced is a flag and whenever I move this actor around in the world it keeps spamming this exact message. IF you happen to have the time to look over my question, I would gladly appriciate it since it’s preventing me from working further in my project. I’m sending you the link to my question. Actor Crashing UE4 - Programming & Scripting - Unreal Engine Forums in the question I forgot to add this part of the output log.

Marking this as resolved because your linked Answerhub thread is resolved