4.27.2 Drop FPS mess with sequences of delay/timers

Hello,

We are creating a mobile game only with blueprints in Unreal 4.27.2 and we got traps that got specifics delays. Like classics traps, there is an activation and deactivation effect. We got sometimes sequences that we call “Snake” which make the traps activate one after the other, and it works well when the FPS is stable.

But when we got a huge drop FPS or FPS variation too much important (we can recreate this drop by clicking on an other screen), the sequence is totally messed up.

We tried to use delays, ticks, timers, capping FPS, but the problem remain. Is there something we can do to keep the sequence despite the FPS variation?

We also know that blueprint ticks aren’t the most optimize, so will nativize blueprints might solve the problem?

Snake working
Snake Not Working

Code