Which are the slowest frequently applying nodes in Unreal Engine?

.h

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

#pragma once

#include "CoreMinimal.h"
#include "GameFramework/Actor.h"
#include "ExampleActor.generated.h"

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

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

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


	UFUNCTION(BlueprintCallable, BlueprintNativeEvent)
	void MyCustomFunctionTimed();
	virtual void MyCustomFunctionTimed_Implementation();
};

cpp

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



#include "ExampleActor.h"

DECLARE_STATS_GROUP(TEXT("MyCustomFunctionTimed"), STATGROUP_CustomFunctions, STATCAT_Funk);
DECLARE_CYCLE_STAT(TEXT("MyCustomFunctionTimed"), STATGROUP_CustomFunctions, STATGROUP_StatSystem);




AExampleActor::AExampleActor()
{

	PrimaryActorTick.bCanEverTick = true;

}


void AExampleActor::BeginPlay()
{
	Super::BeginPlay();	
}


void AExampleActor::Tick(float DeltaTime)
{
	Super::Tick(DeltaTime);

}

void AExampleActor::MyCustomFunctionTimed_Implementation()
{
	SCOPE_CYCLE_COUNTER(STATGROUP_CustomFunctions); // <==here is where you add a cycle counter

	for (int32 i = 0; i < 200; i++) {		
		UE_LOG(LogTemp, Warning, TEXT("Doing work %s"), *FString::FromInt(i));
	}
}


As you can see custom function shows up in the unreal insights.

Inside of the actor I just call the event via a timer to trigger it