well after some more digging i finally found the issue. Upon delving into the scene component C++ implementation (CameraComponent to be specific), I found this:
#if WITH_EDITOR
virtual void TickComponent(float DeltaTime, ELevelTick TickType, FActorComponentTickFunction* ThisTickFunction) override;
virtual void OnComponentDestroyed(bool bDestroyingHierarchy) override;
virtual void CheckForErrors() override;
#endif
which made me immediately assume that this components tick is only done in play in editor/ simulate mode for some reason i can’t yet understand (correct me if im completely wrong about this), so instead i hitch hiked all of my tick functions from the owning actor tick event, which turned out to work perfectly.