Quick answer: Unreal SetActorTickEnabled(false) leaving components still ticking? Components have their own bCanEverTick - disable per-component or use SetActorTickEnabled and SetComponentTickEnabled together.

Disabled an actor's tick to save CPU. The character's animation continues to play.

Disable per-component

SkeletalMesh->SetComponentTickEnabled(false);

Each component has its own tick. Actor-level disable only covers the actor's Tick override.

Use Set Tick Group Enabled

For coarse control, disable the entire tick group via UEngine::SetActorTickEnabled. Affects all actors in the group; faster than per-actor.

Audit with stat game

stat game shows tick costs by actor and component. Mismatch between expected and actual is the bug's signature.

“Tick is per-component. Disabling the actor doesn't disable the components.”

For dormant enemies, disable the actor and key components (animation, physics) together. Half-disabled actors are the silent CPU sink.