Creatures (and not only them) have a variable/slot called "enemy" which is not always removed post killed due to Unreal Engine timings.
Aside Bot is a script not a live person, for my DM I wrote a few lines dedicated to ScriptedPawn making it to play DM because It won't forget enemy so soon as Bot does. Yes, after some time they forget/quit tracking enemy. But I told at the monster a secret:
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After this sequence you don't wanna Skaarj with Insta tracking you. Bot is more enhanced - usually is busy with items but it might hang on a combat state post killed, code telling based on internal timers to fire weapon into enemy direction getting over killed occurrence (without checking if do still has weapon).
In heavy loaded maps and a slower CPU, Bot might be ghosting exactly like monster - returning to roaming and forgetting to respawn post death, or because an external code was dropping it into a state without checking Health - if any of you is checking wrappers added by me at MBot you'll say that I'm mad, but I had reasons to slap those things. More you play with them, the more you'll want them replaced - is what I did after all.Edit:
In other order of ideas for me this is not a problem, Bot is generally stupid (even utterly idiot) and at least a bit of aggressiveness makes things more challenging than being an easy target. I wrote some lines on purpose when Bot has a direct line with any Pawn from any angle to manage situation as a threat so it will react accordingly. I'm tired randomly to see the same reaction on combat running to some health around and if you have a heavy weapon you can fire at Inventory and Bot will find health and death in the spot because the loser always needs a load unable to understand that in such tactical situation is better to chicken out rather than running useless in a spot that can be aimed by enemy and delivering a successful frag.