FObjectFinderOptional asserts if object not found

I’m using FObjectFinderOptional in a construct to find assets that may or may not exist.
Usually with FObjectFinder a warning is shown when running the editor and an asset is not found, but with FObjectFinderOptional this should be not shown.

However it’s shown in this case:

UMyAudioSettings::UMyAudioSettings(const FObjectInitializer& ObjectInitializer)
	: Super(ObjectInitializer)
{
	SomeTestCue = TryLoadEvent( "some_test_cue" );
}

USoundCue* UMyAudioSettings::TryLoadEvent( const FString& ShortPath )
{
	FString UIRootPath( TEXT( "/Game/Audio/Events/UI" ) );
	FString FullPath = FString::Printf( TEXT( "%s/%s.%s" ), *UIRootPath, *ShortPath, *ShortPath );
	static ConstructorHelpers::FObjectFinderOptional<USoundCue> EventObject( *FullPath );

	return EventObject.Get();
}

Does anyone know why this is happening?