Bones in low amount of bones skinned mesh print NIL when rendering near origins (1000 studs magnitudes)

So recently I encountered this really strange bug, and cannot post in bug report. At first, I thought there is something wrong with my scripting, but then as I move further from the origin and apply the morph again, it works. I have a camera system that follows a specific bone via Humanoid CameraOffset. On complicated models, the camera system is doing perfectly fine.

Basically, the script cannot find the bones when I am near origins (even though I can see it clearly in explorer; tried using an event:Wait() or a loop wait, but it will still print NIL, no matter what). So when I moved about 1000 or more studs away from the origins, everything works fine, and the bones print normally. Getting NIL is messing up my camera system, so I need to address this issue.

Usually the further you are from origin, the less accurate the engine will render your character, but in this case, it is the opposite for me. I believe this could be an engine bug and need to take a look at. I hope someone with bug report permission can forward this.

You can make bug reports by sending a message to @Bug-Support

I wish that was better documented, I only know it because staff PM’d me once.