The server tickrate cannot be debugged natively, for some reason. All your verse scripts and creative 1.0 devices are executed on a single server instance, these servers compute at a maximum of 30 tickrate, some games have high tickrates, like FPS games, actually I think fortnite Battle Royale gamemode should run at 60
But if you have some heavy computation, or a glitch on the map, it can turn down this tickrate, leading in massive lag for everybody, since the server is also responsible for replicating all the actors in your map (including the character positions), if I’m not wrong
You can debug using this snippet I guess
Tick Rate Graph Device | Uefn Code Snippet
I actually had the exact same problem on a custom prop I had, I solved by unchecking this setting inside the static mesh