What you need to take care of is, where the delay is being triggered.
I noticed that, Timers are only good enough when you have good 60+ fps performance.
There is this one problem with blueprints that, despite the fact that they are still as fast as C++, they actually not. A massive blueprint code could still cause the delay to be triggered with a very small delay. Examples can be that, a blueprint event calling another blueprint is actually not THAT instant, its just almost impossible to see but it’s still there.
Your main problem is currently not delays, but performance. There should be a way to optimize your game. Because as long as you grow up your game things will pile up and even timers won’t save you.