Custom Accessories no longer work when MeshPartHeadsAndAccessory is Enabled or Default

Reproduction Steps

  1. Set Workspace.MeshPartHeadsAndAccessory to Enabled or Default.
  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) -- warning: Humanoid::ApplyDescription() Some requested assets were not available

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 and a warning is emitted: Humanoid::ApplyDescription() Some requested assets were not available

Workaround
The workaround requires disabling MeshPartHeadsAndAccessory, which is not ideal.

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). Hopefully this is just an oversight though.

Issue Area: Engine
Issue Type: Other
Impact: Moderate
Frequency: Constantly
Date Last Experienced: 2021-11-04 00:11:00 (-07:00)

2 Likes

Thanks for the report! This is a known issue and we are actively working on a fix. If your project requires this behavior, you should set Workspace.MeshPartHeadsAndAccessories to Disabled for now.

4 Likes

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