Do you have to filter user-inputted text nobody but the author will see?

Honestly? Not filter at all if it’s being sent offsite (i.e. Discord). That’s on the developer.

On platform, filter it from A-B (i.e. from player1 to player2) via FilterStringAsync

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Take a look there https://devforum.roblox.com/t/why-must-the-roblox-filter-apply-to-discord-webhook-reports/59715/1
Especially make sure you read this post:

Oh, this. A well-renown developer was terminated for sending unfiltered text over his private Discord (unintentionally, but it still happened). The webhook was sending IP addresses.

It’s a third party program, but you have to understand that both companies have their respective policies. I’m sure Discord doesn’t want to be held responsible for allowing users to transmit private data to their service, or would want to come to Roblox to tell them to tell their developers to stop doing the aforementioned.

As for OP in general, user-inputted text does not be filtered on the client, only if others will see that text. You will, however, as the solution post stated, need to filter it upon the next play session.

It’s on a case by case basis. This data shouldn’t be filtered for global 13+ broadcast. If needed, use FilterStringAsync with the developer’s userid as the recipient as the developer will be the only one reading the data.

What do you mean with filter for developer’s id? The function needs to get player as argument…
http://wiki.roblox.com/index.php?title=API:Class/Chat/FilterStringAsync
image

Unless there’s some hacky way (which there easily could be and I’m just unaware) to filter based on a player who isn’t in the game, I don’t think this will work.

You could of course run a statement dedicated to checking if the developer is in the game, and if they are, filter based on them - but that all seems out of the way and tedious. Using FilterStringAsync as its intended to be used is the best option in my opinion.

:FilterStringAsync(String, PlayerPathway, PlayerPathway) --// string, from, to
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