Explosive Device does not call ExplodedEvent in Verse

Please select what you are reporting on:

Verse

What Type of Bug are you experiencing?

Devices

Summary

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

  1. Open a project.
  2. Add an Explosive Device.
  3. Create a new Verse File.
  4. Add an @editable for explosive_device.
  5. 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.
  6. Compile Verse In Editor.
  7. In Editor, drop your new Verse device into your Outliner.
  8. Link the Explosive Device to the editable property on the Verse device.
  9. Push Changes and Start Game.
  10. 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.

Platform(s)

All

This is still a problem.

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}

The above triggers on shot, but not proximity

Upvote the thread to get it fixed

The status of FORT-731827 incident has been moved from ‘Needs Triage’ to ‘Backlogged’.