Spawn Actor from Class FPS drop on first call

Hello good people!

Has anyone noticed any circumstances in which using the BP function “Spawn Actor from Class” to spawn a simple actor lowers the FPS (on my machine lower by 8-9 FPS) and keeps it lowered by that amount permanently until the spawned actor/s is/are destroyed?

It is an interesting case, as I cannot reproduce it in another project and has some other particularities as well. I need to mention that I am not doing anything different really.

I am using 5.4.4.

So, spawning an actor (any actor, with or without collision, with or without material, just a simple BP static mesh) is lowering the FPS by 8-9. And here is the most interesting part. Spawning more actors does not lower FPS, maybe with 0.05 or something, due to obvious reasons because I am adding another actor in the scene, but that’s normal. So, this happens only the first time that I am spawning any actor in the scene at runtime. Spawning a different static mesh does not impact the FPS.
After destroying all spawned actors one by one from the scene does not get the FPS back, except when the last spawned actor (that has been spawned at runtime) is destroyed. Then my 8-9 FPS are returned back.

It is like a buffer that is being created whenever an actor is being spawned at runtime, and gets destroyed when all the actors are destroyed (that have been spawned at runtime),

Anyone has encountered this problem before? Any advise?

P.S. using object pooling would not be a good choice in my case, since the number of the actors needed in the scene can increase or decrease depending on a lot of things.