Destroying an UnreliableRemoteEvent when it has at least 1 event its sending causes an error.

Issue: UnreliableRemoteEvents generate “Remote event invocation discarded” errors when the event arrives after the remote has been destroyed. Standard RemoteEvents handle this scenario silently without errors.

Reproduction Steps:

  1. Create a script with both a RemoteEvent and UnreliableRemoteEvent
  2. Fire the remote event from client
  3. Immediately destroy the remote (e.g., via character respawn/cleanup)
  4. Results:
  • RemoteEvent: Event discarded silently (correct)
  • UnreliableRemoteEvent: Throws error when event arrives (incorrect)

Technical Details: When an UnreliableRemoteEvent is fired and quickly destroyed, the event is still in transit. Upon arrival at the server, it finds no valid receiver and throws an error instead of failing silently.

Environment: MacOS Sequoia 15.4.1, M4 Max

Expected Behavior: UnreliableRemoteEvents should match RemoteEvent behavior, and silently discard events that arrive after the remote is destroyed.

Impact: Output spam from legitimate gameplay scenarios (character deaths, object cleanup) makes debugging tedious and visually taxing, especially for high-frequency events like camera updates.

2025-08-07 at 15.06.16

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Hi, we’ve made the change, so that the UREs that aren’t attached to the DM will stop showing these error messages.

Please let us know if there are issues!

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