CRASH: Bone Removed While Still In World Array

Reproduction Steps

This bug is pretty much the same as my previous post: Client Crashes Due to "Bone removed while still in world array"

Just thought I’d re-iterate that it’s still present and this time occurs even with my previous workaround still in place.

Expected Behavior

I expect when UIs (that contain characters within "WorldModel"s inside of ViewportFrames) are destroyed for the game not to instantly crash.


Actual Behavior

Having a skinned mesh inside a worldmodel inside a viewportframe and destroying the parent UI will cause the game to instantly crash.
0.555.1.5550874_20221212T075608Z_Player_A4A10_last.log (53.6 KB)

I will investigate further and update the post with anything else relevant that I find.

Workaround

Previously I was able to fix it by intentionally destroying the specific skinned meshes before destroying the UI.

This doesn’t appear to work anymore, crashes still persist.

Issue Area: Engine
Issue Type: Crashing
Impact: Very High
Frequency: Often
Date First Experienced: 2022-12-10 00:12:00 (-05:00)
Date Last Experienced: 2022-12-12 00:12:00 (-05:00)

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UPDATE:

Still investigating, but something I noticed is that roblox is taking a nice 9.3ms to destroy the UI…

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Hello and thank you for submitting the but report. Are you able to post a .rbxl file with the repro to help us investigate?

Thank you in advance!

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No, seems to only occur in game. Can’t seem replicate it in a standalone. I’ll post an .rbxm of the UI though so you can see what it contains.

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CrashingUI.rbxm (792.5 KB)

Only crashes when in my game, doesn’t crash outside of it.

If it makes any difference, the reason my workaround has stopped working is because it seems like the objects aren’t being destroyed after calling :Destroy(). I’ll post screenshots in a moment.

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Here’s some screenshots that show what I mean. In my code I have it destroy the children of the worldmodels, and print “Destroying” when it does so.

Here you can see it clearly outputs “Destroying” yet the children of the world models remain untouched, then the game crashes.

Adding a yield of 0.05 seconds after destroying the children, but before destroying the parent GUI fixes it.

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Thank you, I will send a private message for some additional details

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Hi, we’ve released a fix for this. Can you verify this issue has been resolved? Thank you!

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I will do some testing and get back to you soon

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