This is likely related to this other issue I recently posted:
The issue I’m seeing here appears to be that when I set a “Timer by function name” (may exist for event as well, just haven’t tested yet), the timer doesn’t stop right away when I pause execution via a breakpoint. Instead, the timer continues up to 0.4 seconds and then stops. My guess is the logic that timers use includes a call of “Get World Delta Seconds” on the following frame, which appears to be the root cause, and is clamped to 0.4 seconds maximum.
If I set the timer to 0.4 seconds or less, pause via a breakpoint and resume after waiting at least 0.4 seconds, the function fires again immediately. If I set the timer to higher than 0.4 seconds, it takes (timer delay - 0.4 seconds) to execute again.
Let me know if you need any more information, but it is quite easy to replicate on your own, hopefully.
Hope this helps!