Doesn’t seem like very much to me. As with programming, some parts may be much more expensive than others. you need to test on a machine that you think might be likely to run it, and if it’s slow, profile the code to see what’s taking up the most .
The character BP in our game has FAR more nodes and variables than that, and it runs just fine. The only limits you’d ever come across would be the same with C++; intensive, perpetual calculations, graphical features that push hardware limitations, a lot of skeletal meshes doing complex actions, etc.
You’re fine using BPs for optimizing performance, make sure processes are only firing when they need to be (reduce/eliminate Tick events and replace with situational looping Timelines) and keep your target platform in mind. And minimize complex calculations whenever possible