Nested event instrument loop not stopping

Our UE5 FMOD 2.03.09 project has a looping event that contains an event instrument that also loops, and we were seeing it not stop when stop was called on the parent event from UE, and the audio component wasn’t destroying itself despite being set to auto destroy on stop. As they resisted being stopped, these events would continue to pile up until eventually crashing the game.

I’d read in other threads that the child event should stop when the parent does if using an event instrument (thread), but it seems to be keeping the parent alive. Removing it avoids the problem. Is this a known problem, or maybe we’re going about this incorrectly?