Summary
The prop manipulator device’s “On destroyed” and “On damaged” events work like a charm in tandem with the explosive device inside the editor, but their Verse analogues DestroyedEvent
and DamagedEvent
are not fired when the explosive device affects props placed inside the prop manipulator.
Please select what you are reporting on:
Verse
What Type of Bug are you experiencing?
Verse
Steps to Reproduce
Drag the prop manipulator device into your game level, set the device’s volume to the desired dimensions, and place some custom building props or Epic’s ones inside the volume. Drag the explosive device into the level and move it close enough to the props to affect them upon its explosion. Subscribe to or await the manipulator’s DestroyedEvent
and DamagedEvent
. Call the explosive device’s explode method, passing a player as the instigator, and witness how the prop manipulator treacherously neglects its duty to fire DamagedEvent
. Reset the explosive device and explode it again, repeat the combo until the props are destroyed, and witness the same neglect regarding DestroyedEvent
.
Expected Result
These two events are fired by the prop manipulator device to notify of the props’ damage and destruction.
Observed Result
These two Verse events are not fired when they are supposed to.
Platform(s)
windows
Additional Notes
I can overcome the bug by binding the trigger device’s “Trigger” method to the prop manipulator device’s “On Destroyed” or “On Damaged” event in the editor and awaiting the trigger’s TriggeredEvent
in a script. This approach works perfectly, and the trigger device is not heavy in terms of memory units, but it would be awesome to have the bug fixed.