Before 227j, UnrealShare.ExplodingWall.Explode completely destroyed the current actor. In 227j/k, it just hides the actor and disables its collision, that may easily lead to unintended behavior in case if the ExplodingWall's role in the game is not so trivial.
In particular, a mapper could assign AmbientSound or LightType to such an actor and expect that all its sound/light effects must immediately disappear when the actor becomes destroyed. A real example: ExplodingWall4 from map XidiaES-Map7-Beacon has a specific AmbientSound, and that sound is supposed to stop playing once the actor is triggered.
Before 227j, UnrealShare.ExplodingWall.Explode completely destroyed the current actor. In 227j/k, it just hides the actor and disables its collision, that may easily lead to unintended behavior in case if the ExplodingWall's role in the game is not so trivial.
In particular, a mapper could assign AmbientSound or LightType to such an actor and expect that all its sound/light effects must immediately disappear when the actor becomes destroyed. A real example: ExplodingWall4 from map XidiaES-Map7-Beacon has a specific AmbientSound, and that sound is supposed to stop playing once the actor is triggered.