Thank you for your screenshots. Now I know what you mean, and I agree that this behaviour does not make any sense.
The problem is simple: The emission module gets enabled when the “fire” key was pressed. And if the player gets destroyed, the PlayerController gets disabled. The else-block in ProcessFiring will not get executed anymore.
An equally simple solution would be to have a SetLasersInactive method in the CollisionHandler method. A bunch of components get disabled there, just the lasers are missing.
If you want to challenge yourself, you could create a more elegant solution than copying and pasting the SetLasersActive method. You could outsource the shooting feature to a new class. Then you could make the CollisionHandler call a method in that new object to disable the lasers and to disable the component.
Maybe you’ll come up with an even better idea. 
See also:
- Forum User Guides : How to apply code formatting within your post
- Forum User Guides : How to mark a topic as solved