Reproduction Steps
Create a moving platform, set network owner to server with BasePart:SetNetworkOwner(nil)
, click play, jump on platform, print out humanoid velocity with print(Character.HumanoidRootPart.AssemblyLinearVelocity.Magnitude)
.
In the below image the moving platform is network owned by the server and the character is networked owned by your client.
Expected Behavior
I expect the humanoid assembly velocity to include the velocity of the platform that’s moving it. This is how it behaves when you are the network owner of the platform.
Actual Behavior
If you are not the network owner of the platform you’re standing on, the velocity of the platform will not be included in the HumanoidRootPart.AssemblyLinearVelocity
. If the velocity of the platform is 32, the velocity of the character will return 0 when you’re not walking. If you’re walking, only that velocity will show up.
If you are the network owner of the platform, the platform velocity will be included.
Issue Area: Engine
Issue Type: Other
Impact: High
Frequency: Constantly