Stopping and Restarting Brain Component leaving a trail of "Garbage"?

Hi everyone, maybe some of you can shed a light on this stuff.
I notice when I for each time “Stopping” and “Restarting” the Brain Component that is connected to the AI Controller, it seams to leave a trail of “Garbage”.I saw this problem in “Behaviour Tree Blueprint Task”, in the list of “Debugging Filter”.

[For example (a blueprint task called TaskA)]
First time when Game starts up:
BTT_TaskA_C_0
BTT_TaskA_C_0 in BC_AIController

Then for each time I turn off and restarts Brain Component “Here its done 4 times”.
BTT_TaskA_C_1 in BC_AIController
BTT_TaskA_C_2 in BC_AIController
BTT_TaskA_C_3 in BC_AIController
BTT_TaskA_C_4 in BC_AIController
etc…

So now in the Debug filter list I have totally 6 lines but only Last one is Active:
BTT_TaskA_C_0
BTT_TaskA_C_0 in BC_AIController
BTT_TaskA_C_1 in BC_AIController
BTT_TaskA_C_2 in BC_AIController
BTT_TaskA_C_3 in BC_AIController
–>BTT_TaskA_C_4 in BC_AIController

I do understand this may not be a problem in certain cases, but when you have a village with a lots of NPC.
And you want to turn off Animation and Behavior Tree when NPC is Inactive due performance sake.

So my question is:
Is this “Garbage” still living in the memory or is it just Editor related thing I don’t need to be worried about?
If this is just an Editor related things, please make it possible to only show a “Fresh List”.
It is very difficult to debugging AI when you turn off and on Brain Component.

(PS: Unreal Engine 4.18.3 is in use)
(Sorry for the red masking, Task had secret naming.)

Best Regards,
Mattias Eriksson.

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