Quick answer: Call it once and cache the array, or maintain a registry that actors add themselves to on BeginPlay, instead of querying every frame.
Get All Actors Of Class is an O(n) scan of the whole level. Running it on Tick multiplies that by your frame rate. Cache it or replace it with a registry. Here is how.
How to fix it
1. Cache the result
If the set of actors rarely changes, call Get All Actors Of Class once in BeginPlay, store the array in a variable, and reuse it. Re-query only when actors are spawned or destroyed.
2. Use a self-registering list
Have actors add themselves to a manager array in their BeginPlay and remove on EndPlay. The manager then has the list ready without scanning the world.
3. Prefer overlap or trigger queries
When you only care about nearby actors, use an overlap sphere or a trigger volume so the engine returns just the relevant subset instead of every actor of the class.
Catching the ones you can't reproduce
The hardest version of this to fix is the one you can't reproduce — it only happens on a player's hardware, OS, driver, or save state, under conditions that simply aren't present on your machine. A report that says “it crashed” or “it froze” gives you nothing to act on, so the bug survives release after release while quietly costing you players.
Automatic error capture closes that gap. Each failure arrives with its full stack trace, the device and OS, the build number, and a breadcrumb trail of what the player did right before it broke, so even a failure you have never seen becomes a specific, reproducible issue. Fold identical failures into one signature ranked by how many players each hits, and your worklist sorts itself worst-first instead of arriving as a stream of vague complaints.
This is where a tool like Bugnet earns its place. Its SDK captures every Unreal Engine error automatically with the full stack trace plus device, OS, memory, build, and game-state context, folds duplicates into one grouped issue with an occurrence count, and ties each to the build it first appeared on — so you fix the problem that hurts the most players first and confirm it is gone when its signature disappears from the next release.
A crash you can name from its stack trace is a crash you can usually fix in minutes.