AvatarJointUpgrade Causing Character Submodels to Break Joints

When AvatarJointUpgrade is enabled in Dragon Adventures and the player hits the “Reset” button in the escape menu, the character’s dragon model will have all of its joints deleted. In Dragon Adventures, we set a new BindableEvent to handle custom reset logic using StarterGui:SetCore(“ResetButtonCallback”, CustomResetBindableEvent). When the player resets, it runs the exact same code to teleport the player back to the spawn area of the map. This custom teleport logic does not break the dragon or avatar joints in any way. It simply moves the character model. Running the same code without hitting the reset button does not cause any issues. The issue occurs only from hitting the respawn button in the escape menu.

If this information helps in, dragon models are created on the server into a folder inside of the character model.
StarterPlayer.CharacterBreakJointsOnDeath is disabled.

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This is something that prevents us from adopting the new technologies.

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Thank you for the report! We are looking into this, definitely sounds like a bug. We’ll let you know if we have any questions. If you could send an rblx to reproduce or the function you have hooked to the ResetButtonCallback that may help, thank you.