Alternative to Player.Chatted on the client which passes the true filtered message

Player.Chatted passes through an unfiltered string, even on the client. Is there an alternative to this which passes through the final message displayed above a players head?

Current results:

player.Chatted:Connect(function(message)
	local cloneHead = clone:FindFirstChild("Head")
	if head then
		main.Chat:Chat(head, message, Enum.ChatColor.White)
	end
end)

(The leader is the actual player whos chat I wish to mimic)

3 Likes

There isn’t much of an alternative besides filtering the message beforehand using TextService or FilterStringforBroadcast(), also make sure you’re not testing this in studio, as studio will not filter text regardless.

2 Likes