Making a UObject tickable makes it tick in-editor

Hi, I am having some trouble making a UObject tickable. I have made a UClass inherit from UObject and FTickableGameObject, and have implemented the class correctly. The problem, however, is that the Tick event starts in editor while I’m not in play, IE right after I compile the code.

I am aware of the method isTickableInEditor, but overriding it to return false has no effect whatsoever on the behaviour. It is said in this thread that it is a known unreal bug, but you’d think that such a big problem would be solved already given how long ago it was reported. Nonetheless, I tried all the workarounds that seemed to work provided in the same thread, but none do it for me. I’m running 4.16, if that matters.

// .h file
bool IsTickableInEditor() const override;

// .cpp file (UMessageDispatcher is my class and inherits from UObject and FTickableGameObject)
bool UMessageDispatcher::IsTickableInEditor() const
{
	return false;       // this does nothing
}

The workarounds consist of making the isTickable behaviour return true or false depending on the state of the game, but in my case it either returns true both in the editor and during play, or false in both cases.
I have been working on this issue for two days, but I cannot seem to figure it out. Help would be really appreciated!

EDIT: TO BE CLEAR: I want the UObject to only tick during play, not while in editor. I would like to either be provided with a solution or a suitable workaround!

You might want to check this solution, it might be very possible that what is ticking is your CDO which UE uses internally.