Unreliable event bindings on Level Blueprints - bug or my error?

At this point I’ve pretty much concluded that I’ll just resort to case by case workarounds - I don’t have any solid leads on what’s causing the issue and even if I did it could be over my head to directly fix it.

What all cases have had in common is that it was logic that lived on the level blueprint and all cases so far have been fixed by moving the logic elsewhere, except the first case I described where I just duplicated the actor and deleted the original.

-It seems like there could be a connection to play time since loading the level
-it seems like there could be a connection to “teleporting” (and in one case launching) the player a far distance without reloading, since this is a common gameplay mechanic in the levels where the problem has come up.

I feel suspicious that If I new what system caused the problem I could be a bool away from fixing it, but in the meantime I’m justing whittling a few things off of the level BPs and forcing a reload in 1 key area - where the player teleports back to the beginning of the map but certain things have changed - crucial that those changes happen!

This is a post mortem in case anyone runs into this issue but unless I’m missing something, this could be an engine bug…?