I've been encountering this issue for some time and I still haven't been able to pinpoint the origin, but it keeps appearing whenever I use the Timer behavior.
I have 20-30 instances of Enemy A, and when they enter their attack phase, each one sets a timer for 0.5 seconds to prepare. Example:
On enter "Attack Phase"
--Set Timer "AttackPause" to 0.5 seconds
On timer "AttackPause"
--Spawn bullet
--Set bullet angle of motion to....
--etc
When "Attack" animation finished:
--Return to "Patrol" Phase
However, sometimes, if there are many instances of that enemy, one instance will occasionally enter the attack phase and then suddenly leave it as if he had already attacked. I believe this is caused by another instance of the same enemy having just recently completed his own attack phase events. In other words, the Timer on an unrelated enemy instance is causing another enemy to proceed with his behavior too soon.
Is the timer function specific to each instance of an object? Can having each instance use their own timer possibly cause issues like this?