Delay blueprint node absolutely imprecise

Hi, this is fast and simple. I was using delay nodes in order to do delays but I see that delay node is just imprecise. I just want to know if this is a bug, if it is known, and if there is a more reliable method to do precision delays.
Im talking about blueprints.

Here is some meassures and pictures of a really simple code to see that delay node is not working as it should. about pictures, framerate is 60fps, is lower in the picture because of the capture screen program, so that is not the point.

delay: 0.05 → time to do 50 loops = 2.5 seconds. (0.05 x 50 = 2.5seconds: precise, 0s deviation).

delay: 0.0501—> time to do 50 loops = 3.3seconds. (0.0501 x 50 = 2.505: imprecise, 0.8s deviation).

delay: 0.06—> time to do 50 loops = 3.3 seconds. (0.06 x 50 = 3 seconds: imprecise, 0.3s deviation).

I know that delay might be limited to two decimals, but that does not explain why 0.06 delay has a 0.3s deviation.
Thanks.

PD: I had a similar problem using animation notifies on short times.

Thank you!

I guess that time is limited to 1 frame. So 60 fps means that time counters will be multiple of 0.016s. How can I have a time counter that updates with more frecuency?

what version are you using ???
if your using 4.13 it could be a bug but really the last time i opened 4.13 was when it was in preview 1 soo yea what are you using ?

I am using version 4.12, but it is not a bug. As I see the delay node and maybe all time nodes works on 1/fps steps. So at 60fps there are 60 time steps per second, of 0.01666667s each one. So if I set a 0.05s delay: 0.05 / 0.01666667 = 3 so it wii be precisse. But if I set 0.06s delay: 0.06 / 0.01666667 = 3,59, so the engine has to aproximate from 3,59 to 4 steps. Thats why at small times the time nodes become imprecise. Basically because event tick works each frame. If someone know how could I manage short times with precision It would be nice.