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The engine seems to use resource pooling for entities, which should help a lot when spawning an killing many entitites. I'm guessing the issue comes from when you spawn a lot of entities simutaneously, and then kill them. Spawning the entities would cause the engine to allocate a lot of memory to the entity pool, but killing them won't immediately release the memory. The engine probably does gradual reclamation of the unused resources to not produce hitches, and guessing it fails if it goes idle and does everything at once when it comes back.
Not sure if there is nay reliable way of preventing it. Generally trying to keep the number of entities in the world relatively constant might help.
If you are using a lot of utility entities, it might also help to use VScript instead. A lot of things like logic entities, sound and effects and be replaced with script functions.