Dynamic TextureRenderTargetCube Causes Terrible Performance.

I wrote a custom blueprint node as follows.

UTextureRenderTargetCube* UDynamicTextureLibrary::SpawnCubeTarget(int32 X, AActor* Actor)
{
UTextureRenderTargetCube* NewTex = NewObject(Actor);
NewTex->InitAutoFormat(X);
return NewTex;
}

Calling this from a blueprint actor’s constructor works and I can use it in a material. However, performance is awful, regardless of the size as X.

Does anyone know why performance is so bad compared to a texturerendertargetcube that is saved in the content browser and how I can spawn them dynamically with improved performance?