all A.I. characters breaking after a few are destroyed

I’m having an issue where in the build, but not the PIE, after multiple A.I. controlled characters are destroyed all the A.I. characters stop working.
Here’s the code for when a character is defeated
void ABasePlayableCharacter::Elim(bool bPlayerLeftGame)
{
DropOrDestroyWeapons();
SetCombatState(ECombatState::ECS_Dying);
IsDefeated = true;
MulticastElim(bPlayerLeftGame);
}

void ABasePlayableCharacter::MulticastElim_Implementation(bool bPlayerLeftGame)
{
bLeftGame = bPlayerLeftGame;
IsDefeated = true;
bElimmed = true;
bInvulnerable = true;
BrawlerMovementComponent->bWantsToStop = true;
bDisableGameplay = true;
SetCombatState(ECombatState::ECS_Dying);

if (CrownComponent)
{
	CrownComponent->DestroyComponent();
}
GetWorldTimerManager().SetTimer(
	ElimTimer,
	this,
	&ABasePlayableCharacter::ElimTimerFinished,
	ElimDelay);

}

void ABasePlayableCharacter::ElimTimerFinished()
{

BrawlerGameMode = BrawlerGameMode == nullptr ? GetWorld()->GetAuthGameMode<ABrawlerGameMode>() : BrawlerGameMode;

if (bLeftGame && IsLocallyControlled())
{
	OnLeftGame.Broadcast();
}
if (BrawlerPlayerController && !bLeftGame && !IsBotControlled())
{
	BrawlerPlayerController->EnableSwap();
	if (BrawlerPlayerController->bTeamInitialized)
		BrawlerPlayerController->SwapOnDeath();
	else
		Destroy();
}
if (GetTeam() == ETeam::ET_NPCTeam || IsBotControlled())
{
	Destroy();
}

}
The rest of the A.I is handled through Blueprints and blackboards