Unreal Engine 4.13 (and 4.12) broke my Grenade behaviour!

No, it doesn’t

I added UE_LOGs to ShowExplosion() as well.

I tried firing two grenades. The first one exploded, the second one didn’t. And so this is the LOG:

First grenade LOG (exploded)



LogTemp:Warning: Explode() called
LogTemp:Warning: Pre check 1
LogTemp:Warning: Post check 1
LogTemp:Warning: Pre check 2
LogTemp:Warning: Post check 2
LogTemp:Warning: Pre ShowExplosion()
LogTemp:Warning: ShowExplosion() called           // <---- oh, that happened!
LogTemp:Warning: CHECK 1 PASSED
LogTemp:Warning: CHECK 2 PASSED AS WELL
LogTemp:Warning: Post ShowExplosion()
LogTemp:Warning: Explode() finished
LogTemp:Warning: ShowExplosion() called           // <---- WHAT??? It happened again?!
LogTemp:Warning: CHECK 1 PASSED
LogTemp:Warning: CHECK 2 PASSED AS WELL


Second grenade LOG (didn’t explode)



LogTemp:Warning: Explode() called
LogTemp:Warning: Pre check 1
LogTemp:Warning: Post check 1
LogTemp:Warning: Pre check 2
LogTemp:Warning: Post check 2
LogTemp:Warning: Pre ShowExplosion()
LogTemp:Warning: Post ShowExplosion()
LogTemp:Warning: Explode() finished


As you can see, the difference is pretty obvious.

In the first log, after


Pre ShowExplosion()

, the ShowExplosion UE_LOGs are getting printed.

In the second log, after


Pre ShowExplosion()

there quickly comes


Post ShowExplosion()

with no trace of the execution of the ShowExplosion() function.

As for the fact that the ShowExplosion() is called twice in the second log, I think (but not sure) it has something to do with my multiplayer. Because I was running server+client