Why doesn't Animation Notify work on time?

When I press the left mouse input, I get the real time of the world, output the time, and play Montage. Notify was installed in Montage and the real time of the world was output from Notify as well. Notify was placed 0.6 seconds after the montage started. In theory, the time difference should be more than 0.6 seconds, but it always runs faster than this. Whether the Notify Event was Branching Point or Queued, it always came out quickly. Currently, there is no significant time difference when running in a basic project, but in the case of a slightly more complex project, Notify Begin may be called more quickly than 0.1 to 2 seconds. The Visiblity Base Anim Tick Option of the Character Skeletal mesh component is set to Always Tick Pose. I want to know why Notify runs so fast.


void UMyAnimNotify::Notify(USkeletalMeshComponent* MeshComp, UAnimSequenceBase* Animation, const FAnimNotifyEventReference& EventReference)
{
	Super::Notify(MeshComp, Animation);

	UWorld* World = MeshComp->GetWorld();
	if(World == nullptr)
	{
		UE_LOG(LogTemp, Warning, TEXT("World is nullptr"));
		return;
	}

	//log realtime
	UE_LOG(LogTemp, Warning, TEXT("UMyAnimNotify : %f"), World->GetRealTimeSeconds() * 1000);
}

result: