Bug in Number of player lives reaches 0 event

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  • There appears to be a bug in with the "Number of lives of player reaches 0" event. It will fire for all players whose lives are currently at 0 even if the check was being performed for a different player. This means that the event "Number of lives of (Player 1) reaches 0" will fire twice if Player 1 hits 0 lives first and then Player 2 hits 0 lives.

    The inverse is true as well. If Player 2 hits 0 lives first, the event will fire then and also when Player 1 hits 0 lives assuming that Player 2 is still at 0 lives.

    This bug is present in the latest Build 295.10 as well as all the way back to the oldest publicly available Build 291.6 (from 2018). I don't know how often people use the built-in lives system, but I noticed it when working on a game that uses the "Number of lives of player reaches 0" event for multiple players on the latest build.

    I've tested this on the Windows runtime, but I don't know if the bug made it over to other runtimes as well.


    I've attached an MFA demonstrating this issue. You just click the buttons to decrement the Player lives value. When it hits 0, a counter is incremented for the respective player. These events should only fire once, but the event will fire second time for the opposite player again once both have reached 0 lives.

    Hoping this can be fixed for Build 296.

    Regards,
    -Toby

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