When an Explosive Device explodes its ExplodedEvent is not called in Verse. However, “On Exploded” (in editor) is called allowing other devices to be chained.
Steps to Reproduce
Open a project.
Add an Explosive Device.
Create a new Verse File.
Add an @editable for explosive_device.
Add a function to subscribe to the ExplodedEvent on the explosive_device in Step 4. Have that function print something to the log to indicate it fired.
Compile Verse In Editor.
In Editor, drop your new Verse device into your Outliner.
Link the Explosive Device to the editable property on the Verse device.
Push Changes and Start Game.
Shoot the Explosive Device, or otherwise make it explode while playing.
Expected Result
When the Explosive Device explodes the subscribed ExplodedEvent should fire and a log printed to the console.
Observed Result
ExplodedEvent is never called. Nothing is printed to the console.
My whole map is based around explosive devices, this is still an issue, but it seems like its only if you dont shoot it now. Shooting is fine and triggers the event, but exploding by proximity does not.
ListenerEvent := newplat.Mine.ExplodedEvent.Subscribe(newplat.DestroyedEvent)
set newplat.RespawnListener = option{ListenerEvent}
At this moment when I am using Explosive Devices for some mechanics, I need to include unnecessary devices only as an intermediate link to make it work, which only increases memory usage. I hoped that this will be fixed soon, but it will not on purpose? Why?