Profiling Gameplay Abilities vs Components in Unreal Insight

Hello there!

I’m playing a bit with GAS, and I’m trying to figure out if it’s worth implementing logic in a gameplay ability or in a Blueprint Component from the performance point of view.
To do so, I am using Unreal Insight and profiling a component and a gameplay ability that execute the exact same logic at each game tick, and this is the result that I got: The Ga_UpdateTaskBenchmark is the gameplay ability, meanwhile the BP_BenchmarkComponet, as you may guess, it’s the component :smiley:

I noticed that in the called tasks, I have two “main” entities for the component update, i.e. the BP_BenchmarkComponent and its Ubergraph, and that is confusing me a bit.
Can someone explain the difference between the BP_BenchmarkComponent and the Execute_BP_BenchmarkComponent entries in Blueprint Insight? Shouldn’t I have only the uber grap?

Many Thanks!