Is AsyncTask broken? Dev build extremely slow compared to PIE

Using ue5. I have a few places that I am using AsyncTask for expensive things I don’t want to block the gamethread. Basically I use the following

AsyncTask(ENamedThreads::AnyBackgroundHiPriTask, [this] ()
{
// do things
});

In PIE everything runs perfectly smooth ~100+ fps with zero hitches. However, after packaging as a dev build (windows) when I play the frame rate will drop to 0 and freeze for like 10 secs or longer while. Looks like CPU is the bottleneck because “game” in stat unit spikes to thousands.

To debug I went back to PIE but changed the async code to run on ENamedThreads::GameThread… but in PIE it’s still acting like it’s not one the GameThread (super fast, it definitely wouldn’t be fast if actually on the GameThread). But then in dev build it’s still slow.

I have no idea what’s going on here other than I’m pretty sure AsyncTask must be broken?

Update, so after more investigation it is not AsyncTask, although still some weird behavior here, so perhaps I should use another solution for async logic.

The culprit of the slow down is the collision building when adding instances via HISM. Still, I have no idea why a packaged build would be significantly slower. Anyways, as this post is now misleading I am moving it to a better one.