Evil Button Holding System via Abusing Timelines

Oh i see what you’re saying and I see how I made this unclear. The context wouldn’t be for a user button press, but for a button out in the level that needs to be approached, looked at, and then pressed for x amount of time.

That’s good to know though, that timeline components are additional tick components. If the timeline isn’t playing forward or backward (or active in any way) , does it still have the same cost of compute that an enabled but empty tick has?