- Set Workspace.MeshPartHeadsAndAccessory to Enabled or Default.
- Upload a custom accessory as a model (or find an existing one, such as: 7397157676).
- 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
The custom accessory is loaded into the game and applied to the character (the case when MeshPartHeadsAndAccessory is Disabled).
The custom accessory is not loaded and a warning is emitted:
Humanoid::ApplyDescription() Some requested assets were not available
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
Date Last Experienced: 2021-11-04 00:11:00 (-07:00)