BreakJoints() does not Remove Rotate joints

Reproduction Steps
Use this place file to reproduce this issue:
BreakJointsOnJointInstances.rbxl (29.0 KB)

Instructions:

  1. Familiarize yourself with the contents parented to the Workspace. You should find 5 models demonstrating 5 different Joint Instances. 3 of which are Rotate joints.
  2. Hit “Play”.
  3. After hitting play, BreakJoints() will be called on all 5 models after 5 seconds. Investigate each model again. The 3 models using Rotate joints will still exist while the other 2 have been broken correctly.

Expected Behavior
I expect Rotate joints to be deleted like the “Weld” and “Snap” class.

Actual Behavior
“Rotate”, “RotateP”, and “RotateV” classes are not broken after using BreakJoints(). This was not always the case.

I also wanted to note these Rotate Objects have a property called “Active”. While the game is running, this property is set to false. Although these objects are visibly active.

Issue Area: Engine
Issue Type: Other
Impact: Moderate
Frequency: Constantly
Date First Experienced: 2022-02-01 00:02:00 (-05:00)

3 Likes

Thanks for the report! I have filed an internal ticket.

3 Likes