4.22 Beam emitter is no longer ticking when paused

Beam emitter is no longer ticking when paused using SetTickableWhenPaused following a SetGamePaused. This problem has suddenly appeared moving from 4.21.2 to 4.22.0 ( this was also fine in 4.20.3) . This is very specific to particle effects with a beam emitter, other particle effect still get ticked when paused. Have noticed that if any beam emitter is now added to a particle effect a red warning message’NO ASYNC TICK’ appears in Cascade’s viewport ( again specific to 4.22) , possibly related?.Can’t find any documents on this or any obvious way to resolve it.

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Thanks

Unfortunately, it seems that beam particle modules don’t support async ticking at all. Looking at ParticleModuleBeamBase.h CanTickInAnyThread() that just returns false:

UCLASS(editinlinenew, hidecategories=Object, abstract, meta=(DisplayName = "Beam"))
class UParticleModuleBeamBase : public UParticleModule
{
    GENERATED_UCLASS_BODY()


    //Begin UParticleModule Interface
    virtual EModuleType    GetModuleType() const override {    return EPMT_Beam;    }

    virtual bool CanTickInAnyThread() override
    {
        return false;
    }
    //End UParticleModule Interface
};

I also have particles that are no longer ticking when paused, even though I set SetTickableWhenPaused to true after spawning them.
I am told that the particle is not using beam emitter.
It started happening after updating to 4.22 as well.