Engine works slow after adding these codes

Theres no problem in Build at vs, but engine works very very slow after adding these codes.
It takes 1 minutes to start game.

// Fill out your copyright notice in the Description page of Project Settings.

#pragma once

#include "CoreMinimal.h"
#include "GameFramework/Actor.h"
#include "GameplayTagContainer.h"
#include "Components/BoxComponent.h"
#include "Zone.generated.h"

UCLASS()
class LOC_API AZone : public AActor
{
	GENERATED_BODY()
	
public:	
	// Sets default values for this actor's properties
	AZone();

	UPROPERTY()
	UBoxComponent* CollisionMesh;

protected:
	// Called when the game starts or when spawned
	virtual void BeginPlay() override;

public:	
	// Called every frame
	virtual void Tick(float DeltaTime) override;

	// Use Only once at beginplay and in Editor
	UFUNCTION(BlueprintInternalUseOnly)
	void SetZoneNameTag();

	// TagContainer
	UPROPERTY(BlueprintReadWrite)
		FGameplayTagContainer tagContainer;
	
	// Do not access and change
	UPROPERTY(BlueprintReadOnly)
		FString szZoneName;


};

// Fill out your copyright notice in the Description page of Project Settings.


#include "Zone.h"

// Sets default values
AZone::AZone()
	:tagContainer{}
	,szZoneName{}
{
 	// Set this actor to call Tick() every frame.  You can turn this off to improve performance if you don't need it.
	PrimaryActorTick.bCanEverTick = true;

	CollisionMesh = CreateDefaultSubobject<UBoxComponent>(FName("Collision Mesh"));
	SetRootComponent(CollisionMesh);
	
}

// Called when the game starts or when spawned
void AZone::BeginPlay()
{
	Super::BeginPlay();
	SetZoneNameTag();
}

// Called every frame
void AZone::Tick(float DeltaTime)
{
	Super::Tick(DeltaTime);

}


// DoN Call Except RightAfter BeginPlay. This Must be call once.
void AZone::SetZoneNameTag()
{
	szZoneName = "ZoneName."+this->GetName();
	tagContainer.AddTag(FGameplayTag::RequestGameplayTag(FName(szZoneName)));
	GEngine->AddOnScreenDebugMessage(-1, 5.f, FColor::Red, szZoneName);
}