Clone() functions ruins humanoid of an Rig being cloned

The title says what is the issue here but I am going to move into details here:

I recently finished scripting a Rig with the following caracteristics:

  • Artificial intelligence
  • Animations (basically animations for every actions the rig does, run, jump, glid etc. using HumanoidStateType,StateChanged,Jumping,Humanoid.Jump etc.
  • Dispawn
  • Mount system
    and more (all this are handled in a server script server)

Everything works perfectly, so I passed it on as a sample rig to ReplicatedStorage so it can be cloned into multiple instances in workspace (Example: Mobs spawning around the map)

Done with the spawning script, the script basically creates more copies of the rig to workspace after a few seconds but comes with a catch, the Humanoid events (StateChanged,Jumped,Humanoid.Jump etc) stops working.

A video of how the system is supposed to be:

How it turns out when cloned

Bugs:

  • Gliding system isnt working, same with the animation
  • I cant jump
  • Landing Animation doesn’t play anymore

NOTE: In the first video, all i did in the script was change the parent of the rig to replicated storage to workspace(i didn’t clone it) and as for the second video, I cloned the rig from replicated storage, set the parent of the cloned rig to workspace, you can note the diference.

After some debugging, these are the results:

  • The “Jump” property of the Rig is completely set to true, doesn’t change to false anymore (like it is frozen completely)

    From what I know, the jump property automatically turns false when it is changed to true, but it isnt happening in the video above.
  • I made an individual script to print the Humanoid’s StateType every milisecond in a while loop but it prints nothing (Apart from printing the Enum.HumanoidStateType.Running) continuosly.

Solutions i tried but didn’t work:

  • I tried disabling the scripts and once it is cloned to workspace, i enable them back on but that solved nothing
  • Cloning the rig from workspace instead but putting it near the player

Is there anyway I can fix this issue, is there something wrong i am doing or has anyone experienced this before and fixed it somehow?

3 Likes