Reproduction Steps IssueReproducer.rbxm (2.5 KB)
(To note: This has a small sample set of animations, using a larger list of animation ids will illustrate the issue better)
When there are no references to an animation by any Animator instance, the server should dispose of the animations not in use. This was the behavior previously.
The server does not remove animations that are not in use. In animation-heavy games where there can be a total of gigabytes of animation data that builds up. This leads to server crashes.
I decided to dig more into the FFlag changes. I used Rolimon’s average playtime tracking tool to see both TTD3’s average playtime as well as our own games to better identify when the issue started occuring.
This shows that the issue began around Jan 18th 2PM EST (I reported the 19th in the original post as that’s when I received the first reports)
There were two animation related FFlag changes around that time:
“FFlagUseNewAnimationClipProvider_3” was set to True at 1:51 PM EST
“FFlagFacialAnimationDirectImportFormat” was set to True at 1:55 PM EST
As such it would seem that the new animation clip service is behind this caching issue? The timeline matches up perfectly.
Thanks for reporting this. Would you be able to describe the repro steps that leads to this error message and your script not being able to load any animations ?
We have disabled the offending feature for now to avoid crashing animation heavy games, so you may not be able to reproduce this specific issue from now on, but I’d like to have a look at it.
The error occurred when I called :LoadAnimation() on an Animator object, which was not yet parented to the game object. Once the AnimationClipProvider service was disabled, the error message became much more informative to the issue.