I’m having the same issue. I debugged it and it turns out that for me, the issue appeary when an actor is constructed by loading the map.
The callstack shows (most recent call on top):
UE4Editor-Engine.dll!USkeletalMeshComponent::MoveComponentImpl(const FVector & Delta, const FQuat & NewRotation, bool bSweep, FHitResult * OutHit, EMoveComponentFlags MoveFlags, ETeleportType Teleport) Line 2971 C++
UE4Editor-Engine.dll!USceneComponent::SetRelativeLocationAndRotation(FVector NewLocation, const FQuat & NewRotation, bool bSweep, FHitResult * OutSweepHitResult, ETeleportType Teleport) Line 1148 C++
UE4Editor-Engine.dll!USceneComponent::SetRelativeTransform(const FTransform & NewTransform, bool bSweep, FHitResult * OutSweepHitResult, ETeleportType Teleport) Line 1274 C++
UE4Editor-Engine.dll!USceneComponent::SetWorldTransform(const FTransform & NewTransform, bool bSweep, FHitResult * OutSweepHitResult, ETeleportType Teleport) Line 1371 C++
UE4Editor-Engine.dll!AActor::ExecuteConstruction(const FTransform & Transform, const FComponentInstanceDataCache * InstanceDataCache, bool bIsDefaultTransform) Line 656 C++
UE4Editor-Engine.dll!AActor::RerunConstructionScripts() Line 490 C++
UE4Editor-Engine.dll!ULevel::IncrementalUpdateComponents(int NumComponentsToUpdate, bool bRerunConstructionScripts) Line 949 C++
UE4Editor-Engine.dll!UWorld::UpdateWorldComponents(bool bRerunConstructionScripts, bool bCurrentLevelOnly) Line 1593 C++
UE4Editor-Engine.dll!UWorld::InitializeActorsForPlay(const FURL & InURL, bool bResetTime) Line 3300 C++
UE4Editor-Engine.dll!UEngine::LoadMap(FWorldContext & WorldContext, FURL URL, UPendingNetGame * Pending, FString & Error) Line 10188 C++
It seems that in the construction script, SetWorldTransform is called with the default ETeleportType of ETeleportType::None. I don’t know if changing this would cause other issues though, but I find these warnings annoying too.