Why am I getting frame rate issues when timeline is firing?

Is it all that timeline is doing? Are those lights and gadgets being adjusted during that sequence?

I’ve blueprinted a module with lots of lights and gadgets and what not
I have a lever that the player can move via input tough event. It just rotates the lever on the x axis 65 degrees over 2 seconds with a timeline.
Every time I use it it drops my frame rate from 60 to like 25 fps until the timeline is finished…and this is like a 1 megabyte lever…
Anyone else have any issues like this?? Or does anyone know what could be the problem?

Yes. The Blueprint itself is very active. Many different things are happening but they’re all mainly in moving materials or parameters changing. So yes there are other things changing. The model as a whole in the blueprint is about 10 megs…I don’t know if that made a huge difference. …but yes…A free things. While the Timeline is going on.there are two particle systems Moving as well as materials panning.

It can be normal then. A 10MB mesh with multiple material changes in runtime can drop framerate until it is finished especially when there are simultaneous changes in the level.

That’s what I needed to know. Thank you. I guess I have work to do on my model polishing to keep them as low poly as I can without losing resolution.

Thanks!!

JACKY answered this up above!