Not sure if this is an engine bug but coroutine yields in seperate bindable functions?

I have 2 different functions one for ragdoll and one for unragdoll. And I make it so it cancels the ragdoll when the player is hit by an ability / skill. But I also make the unragdoll function cancel the ragdoll function. For some reason this suspends the unragdoll function even though i’m firing a bindable through the ragdoll function to unragdoll. Why is this happening and how can I make it not yield so it unragdolls the player?

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It would help if you could share some code to exemplify your problem

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