setPause function causing memory leak

Hello, we are using FMOD 2.03.08 with UE5.6 and noticed that calling the setPause() function causes audio channel count to increase from our typical 100–150 channels to 1024, and memory usage keeps growing as well. Is this a known issue?

Currently, we have a workaround where, instead of using setPause(), we save timeline position and call stop(), ensuring that event instance doesn’t get cleaned up. To resume we seek to the saved position and call start(). Is this a good solution?