ULevelSequencePlayer does not clean up spawned actors when paused

Hi guys,

We have been using ULevelSequencePlayer objects during game play.

We encountered a problem where if ULevelSequencePlayer::Stop() is called on the object after ULevelSequencePlayer::Pause(), it will not clean up all the actors it has spawned while it was playing.

If gameplay then ends later in the objects life cycle, an Ensure check can be hit inside the FMovieSceneSequenceInstance::~FMovieSceneSequenceInstance() destructor because actors spawned for it still exist.