K2_Destroy() Doesn't stop looping audio?

So when I call via Create Event K2_Destroy() of an actor (event triggered when an Audio Stops Playing) to destroy an Actor I can still hear a looping audio that is spawned attached on said Actor despite having the Spawn Sound Attached “Stop when Attached to Destroyed” bool checked.

The Audio Component Will stop normally when it calls the normal Destroy Blueprint node but when calling it via the Event → K2_Destroy() inside a Blueprint Function Library the looping audio lingers.

I’ve resorted to getting a refrence to the Audio Component that needs to be stopped by storing it into a var, and then calling Stop before calling K2_Destroy(). K2_Destroy does destroy the object succfully but unless I call Stop on the audio component I will still hear it.

Here is my current BP with the “stop then destroy fix” I have. If I remove the BP code that leads to the calling of stop I will still hear the audio looping endlessly.

http://puu.sh/qsrW1/5822e8e3b4.png