This occurs when you select your FMOD audio component in the blueprint editor or when you select your object in the Level editor. In my project, I have a BP for which I’ve added 3 FMOD audio components. In the BP, just select one audio component and you can already see that a lot of CPU ressource is taken. With 3 audio components attached to one BP, I don’t even want to select it in the Level… I think it’s a bug somehow. I don’t know what code is running when “onSelect/onClick” event upon the FMOD audio component but something must be wrong.
I’m running UE4.7.3 but I think that this occurs since 4.6.