I am not able to reproduce this problem all the time. Every so often it'll happen. 
Greetings, I have a strange situation using Combatant Spawners and their Respawn function.
I have a parent object with an event that successfully disable my child object which contains the combatant spawner + Real Time Battle Area....after a certain time + player proximity the event can reactivate the child object to spawn more enemies. This works fine.
The problem is if I do not Enable the Respawn function in Combatant Spawner, once the object is re-enabled it does not spawn any enemies.
If I enable the Respawn function it will respawn my enemies as expected however it'll spawn an extra one after the timer is up from the initial kill.
This causes problems because I am using float variables per enemy death to eventually disabled the child object+its components. If I add one enemy it can disable my object too soon. I also have a special combat menu that is required so by disabling the object too soon, my players lose the combat menu during combat.
To test this I am:
Combatant Spawner with Respawn 60 seconds.
Going into my event area, killing the 2 enemies that spawn. This properly disables my object and after 30 seconds the object is re-enabled.   Once I walk into the area again it spawns my 2 enemies as expected but also a 3rd enemy 10-15 seconds later.  If I wait 10 seconds more, it'll spawn a 4th enemy.
  
This I can only see it coming from the Respawn of the first 2 enemies killed.
Is there a way to have components 'reset' when they area disabled + reactivated or simply a way to Check If Enemy Combatant is still alive?