Why is my GPU not working at 100%?

I did it
Sorry, I only showed you the replication part. (I attached all code at the end)

I made a pool for sounds and a particle system as well (everything is reused).

Yes, they do absolutely nothing.
I made a subsystem to simulate the shots. Just place the projectile on the muzzle of the weapon. and then returns it to the pool.

All I do is enable and disable things.

There must be something I haven’t disabled, I think it’s something related to replication (NetBroadcastTicktime) but I’m not sure.


//-----------------------------------------------------------------------------
// 
//-----------------------------------------------------------------------------
void AProjectile::Disable()
{
	AAmmoBase::Disable();

	if(!IsValid(Movement))
	{
		Message::Error("AProjectile::Disable --> Movement is NULL" );
		return;
	}
	Movement->ProjectileGravityScale = 0.0f;
	Movement->Velocity = FVector(0.0f, 0.0f, 0.0f);
	Movement->Deactivate();
	Movement->bAutoActivate=false;



	if(!IsValid(NiagaraTrail))
	{
		Message::Error("AProjectile::Disable --> NiagaraTrail is NULL" );
		return;
	}	
	NiagaraTrail->Disable();	
	NiagaraTrail->Deactivate();
	NiagaraTrail->bAutoActivate=false;
	

	if(!IsValid(NiagaraProjectile))
	{
		Message::Error("AProjectile::Disable --> NiagaraProjectile is NULL" );
		return;
	}
	NiagaraProjectile->Hide();
	NiagaraProjectile->Disable();
	NiagaraProjectile->Deactivate();
	NiagaraProjectile->bAutoActivate=false;
	

	
	if(!IsValid(HitNiagara_Explotion))
	{
		Message::Error("AProjectile::Disable --> HitNiagara_Explotion is NULL" );
		return;
	}	
	//HitNiagara_Explotion->Disable();
	HitNiagara_Explotion->Deactivate();
	HitNiagara_Explotion->bAutoActivate=false;
	

	if(!IsValid(AudioShooting))
	{		
		Message::Error("AProjectile::Disable --> AudioShooting is NULL" );
		return;		
	}
	AudioShooting->InitPooling();
	AudioShooting->Deactivate();
	AudioShooting->bAutoActivate=false;


	if(!IsValid(Hit_Audio))
	{
		Message::Error("AProjectile::Disable --> Hit_Audio is NULL" );
		return;			
	}
	//Hit_Audio->InitPooling();
	Hit_Audio->Deactivate();
	Hit_Audio->bAutoActivate=false;
	
	if(!IsValid(Damage_Component))
	{
		Message::Error("AProjectile::Disable --> Damage_Component is NULL" );
		return;			
	}
	Damage_Component->Deactivate();
	Damage_Component->bAutoActivate=false;


	if (!IsValid(SphereCollider))
	{
		Message::Error("Projectile::Disable --> SphereMesh is NULL");
		return;				
	}
	SphereCollider->SetNotifyRigidBodyCollision(false);
	SphereCollider->SetGenerateOverlapEvents(false);
	SphereCollider->SetCollisionEnabled( ECollisionEnabled::Type::NoCollision);
	SphereCollider->Deactivate();


	if (!IsValid(SphereMesh))
	{
		Message::Error("Projectile::Disable --> SphereMesh is NULL");
		return;				
	}		
	SphereMesh->SetVisibility(false, false);
	SphereMesh->Deactivate();

}
//-----------------------------------------------------------------------------
// 
//-----------------------------------------------------------------------------
void AProjectile::Enable()
{

	AAmmoBase::Enable();

	
	if(!IsValid(Movement))
	{
		Message::Error("AProjectile::Enable --> Movement is NULL" );
		return;
	}
	//Movement->InitialSpeed = 3000.0f;
	//Movement->MaxSpeed = 3000.0f;
	Movement->ProjectileGravityScale = GravityScale;
	Movement->Activate();
	
	

	if(!IsValid(NiagaraTrail))
	{
		Message::Error("AProjectile::Enable --> NiagaraTrail is NULL" );
		return;
	}
	NiagaraTrail->Enable();
	NiagaraTrail->Activate();
	

	if(!IsValid(NiagaraProjectile))
	{
		Message::Error("AProjectile::Enable --> NiagaraProjectile is NULL" );
		return;
	}
	NiagaraProjectile->Show();
	NiagaraProjectile->Enable();
	NiagaraProjectile->Activate();


	
	if(!IsValid(HitNiagara_Explotion))
	{
		Message::Error("AProjectile::Enable --> HitNiagara_Explotion is NULL" );
		return;
	}
	HitNiagara_Explotion->Activate();
	
	

	if(!IsValid(AudioShooting))
	{		
		Message::Error("AProjectile::Enable --> AudioShooting is NULL" );
		return;		
	}	
	AudioShooting->Activate();
	AudioShooting->Play();

	if(!IsValid(Hit_Audio))
	{
		Message::Error("AProjectile::Enable --> Hit_Audio is NULL" );
		return;			
	}
	Hit_Audio->Activate();
	//Hit_Audio->Play();

	if(!IsValid(Damage_Component))
	{
		Message::Error("AProjectile::Enable --> Damage_Component is NULL" );
		return;			
	}
	Damage_Component->Activate();


	if (!IsValid(SphereCollider))
	{
		Message::Error("AProjectile::Enable --> SphereMesh is NULL");
		return;				
	}
	SphereCollider->SetNotifyRigidBodyCollision(true);
	SphereCollider->SetGenerateOverlapEvents(true);
	SphereCollider->SetCollisionEnabled( ECollisionEnabled::Type::QueryAndPhysics);
	SphereCollider->Activate();


	if (!IsValid(SphereMesh))
	{
		Message::Error("AProjectile::Enable --> SphereMesh is NULL");
		return;				
	}		
	SphereMesh->SetVisibility(true, false);
	SphereMesh->Activate();
}