Teamcollection.GetAgents() bugged?

Just looking around to see if anyone else is experiencing this issue. Teamcollection.GetAgents returns all members on a team, however this completely breaks when players leave the game.

To recreate the issue, create a lobby and have a friend join and leave several times, the Playspace players will remain correct but the TeamAgents will grow with every join filling up an array with garbage.

if (TeamAgents:= TeamCollection.GetAgents[Teams[0]])
{
    # Should print the correct number of players in a lobby
    Print("Players: {PlaySpace.GetPlayers().Length}");

    # Prints the number of players on the team, or at least it should.
    Print("TeamAgents: {TeamAgents.Length}");
}