Thank you for the reply!
I need them to have accurate collision because the player dies when colliding with them. I am currently using the hit event to check this. I cant really use a stationary collision box for this as the player is meant to wait for the spheres to shrink down to jump through. This means that if I would use a stationary collision, the player could jump through even when they are fully expanded.
For the manager, how would that function exactly? Would I make a blueprint that has an array of all the spheres, then use a for each loop with a timeline? Or is there a more efficient way?
Will try disabling overlap events and stuff and see how much it helps! Thanks for the tips