In a widget I was running a timer every 3 seconds that would compare two dateTimes. If the difference of the two dateTimes was 30 seconds or more off I would stop the timer, spawn a widget(B), and call a start to the timer again when widget(B) is destroyed.
The issue was that sometimes widget(B) would spawn multiple times; seemed to occur more frequently after it has been dismissed several times.
I resolved the issue by moving the code to a blueprint and calling it there.
I’m not entirely sure if it was a fluke or a consistent bug but figured I would mention it here just in case.