Trigger Animation many Blueprints with no perfomance problems


I am working on a VR project. I mainly use Blueprints and no c++.
I want to animate about 100 to 200 skeletal meshes with imported animations (resulting in about 3 different kind of blueprint actors).
The animation should be triggered by an overlap event of a growing sphere. But doing this, I endet up with 200 Blueprint actors in my map, which was bad for the performance.
I guess there is a way to do it more efficient.

Thank you so far.