Unfortunately, it's not that trivial. The FuseDamagePreview class just provides the preview when you mouse over the target, and doesn't have any impact on the actual usability of the skill. Grenades all have an ability called Fuse, which essentially just has a unit throw a grenade at itself without playing an animation. There's also an event listener, X2Action_Fire_IgniteFuse, which listens for the 'Template.PostActivationEvents.AddItem(default.FuseEventName);'. This script supposedly triggers fuse on the grenades, and this is where it seems to hang. I'll have a look into the animations suggestion when I have free time today. I found there were issue with the missing animation at first, but then I decided to just skip having any fire animation, and that issue disappears.For the time being, only X2Action_Fire_IgniteFuse and X2Action_WaitForWorldDamage hang, which are both events supposedly triggered by fuse. I believe that X2Action_Fire_IgniteFuse hangs waiting for X2Action_WaitForWorldDamage to respond, and when it inevitably hangs, it's already imparted the timeout to X2Action_Fire_IgniteFuse - It seems the scripts all have a 10 second timeout window. For reference, you can skip firing animations using Template.bSkipFireAction = true;