How to detect if C++ UActorComponent is spawned by BP editor?

I have a custom C++ UActorComponent exposing methods to BPs. When I add the node to the BP, wire up the function, and compile the BP … it instantiates the C++ component and calls the function which does a bunch of processing not needed if just editing. (ie not running the game). So, i want to skip processing in the function if we are just “editing” the BP.

WITH_EDITOR? bIsEditorPreviewActor? bIsEditorOnly?

Help please. thx