Bug: Code compilation not equivalent

This compiles and behaves properly


    LongPause := logic{GetRandomInt(0, 2) = 0};
    var Delay:float = DelayBetweenRounds;
    var Message:message = EndMessage(RoundCount);
    if (LongPause?):
      set Message = EndLongMessage(RoundCount);
      set Delay = LongDelayBetweenRounds;
    ShowText(Message, Agent);
    Sleep(Delay);

This compiles and when it runs, the second logger function is called twice.

    Logger.Print("Pause start {GetSimulationElapsedTime()}");
    LongPause := logic{GetRandomInt(0, 2) = 0};
    if (LongPause?):
      ShowText(EndLongMessage(RoundCount), Agent);
      Sleep(LongDelayBetweenRounds);
    else:
      ShowText(EndMessage(RoundCount), Agent);
      Sleep(DelayBetweenRounds);
    Logger.Print("Pause end {GetSimulationElapsedTime()}");

@Sanx42 Thank you for your report! We would like to look into this further, would you be able to submit a bug report using the form available here: Fortnite Creative