Behavior Tree ran after character is deleted

We have a character in the scene running a behavior tree (via the controller’s BehaviorTreeComponent) .We then call Destroy on the character. This results in the BehaviorTree immediately stopping itself via BehaviorTreeComponent::Cleanup → BehaviorTreeComponent::StopTree. However, the next frame the behavior tree ends up getting ran from the beginning (for a single frame only) while the character is now invalid. We suspect this is a bug caused by not properly reseting BehaviorTreeComponent::bRequestedFlowUpdate in BehaviorTreeComponent::StopTree. Any recommendation on how to prevent this from happening?