No, they're separate from the battle end event that caused the gains collection (which cause the level up).
You could create a wait within the battle end event via global variables and a check loop.
E.g. in your battle end event, after the battle gains collection use a Wait node (e.g. 0.1 seconds) and a Check Game Variables node. The check e.g. checks a global bool variable, marking the level up stuff as done - a fail connects back to the Wait node.
In your level up events, at the end just set the variable to mark it as done. Since you only want this to happen on level ups, you should set the done state before the battle gains collection and set it as not done at the start of your level up event.