Custom Accessories do not work when MeshPartHeadsAndAccessory is Enabled

Reproduction:

  1. Set Workspace.MeshPartHeadsAndAccessory to Enabled.
  2. Upload a custom accessory as a model (or find an existing one, such as: 7397157676).
  3. Manipulate a character’s HumanoidDescription to add that accessory.
local description = humanoid:GetAppliedDescription()
description.HatAccessory = 7397157676
humanoid:ApplyDescription(description)

Expected Behavior
The custom accessory is loaded into the game and applied to the character (the case when MeshPartHeadsAndAccessory is Disabled).

Actual Behavior
The custom accessory is not loaded in when MeshPartHeadsAndAccessory is enabled. (In the past, a warning was emitted: Humanoid::ApplyDescription() Some requested assets were not available)

Workaround
The workaround requires disabling MeshPartHeadsAndAccessory, which is a non-option for many games.

If the new system does not support custom accessories in this fashion, there needs to be another way to add them. Utilizing AddAccessory or parenting the accessory to the character model is undefined behavior when using the HumanoidDescription (which has caused actual issues in our game) and it also makes it harder to transfer and save appearances as easily.

Issue Area: Engine / Avatar
Impact: Moderate
Frequency: Constantly
Date First Experienced: 2021-11-04 00:11:00 (-07:00)
Date Last Experienced: 2024-06-06 00:15:00 (-07:00)

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This is just an acknowledgment announcement!

We’ve filed a ticket into our internal database for this issue and will start investigating, we will update you when we have further information.

Thanks for flagging!

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