Does this error prevent player from loading?

Remote event invocation queue exhausted for ReplicatedStorage.Remotes.Events.UpdateStatus; did you forget to implement OnClientEvent? (x214)

CharacterAutoLoads is set to true

And my character just never loads. This only occurs in Play Solo. Works fine online and in server studio tests. Does this error cause the character to never load?? Because before I ever call OnClientEvent, my client scripts all wait for the character to have loaded

A RemoteEvent exhaustion shouldn’t prevent your character from loading, unless you’d use that remote to load it, but you said CharacterAutoLoads is set to true so that isn’t the case here.

How can you “call OnClientEvent” from client scripts?

Idk what the right wording is. Like, I don’t ever do

Remote.OnClientEvent:Connect(function()

end)

until the character has loaded

local Character = player.Character or player.CharacterAdded:Wait()
--
Remote.OnClientEvent:Connect(function()

end)

Yea then the errors are also caused by the character not loading, but they aren’t causing the issue themselves. Something else is making your character not load, but it’s hard to tell if it’s an issue with studio or with a script of yours.
Does this only happen in play solo or in local test aswell?

Only in play solo
…

What happens when you call LoadCharacter() manually?

local function playerAdded(player)
	print(1)
	DataManager:LoadData(player)
	print(2)
	player:LoadCharacter()
end

I thought maybe it was stopping in my data script, but it’s definitely not, and both 1 and 2 are being printed

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Perhaps the character does get loaded but you can’t see that because of the fullscreen gui. Have you tried checking that? (remove the gui)

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Do you think that something else might be causing the character to not load, or as @Amiaa16 just said, are you just unaware of it loading? Try using the Player.CharacterAdded event to make sure it’s not really loading.

Either way, my character model should show up in Workspace (which you can see in the image above, it hasn’t)

Something could be deleting the character too fast for you to see. Use the event, it will tell you if it was added, and maybe try the CharacterRemoving event?

^

Perhaps add a print after this statement?

cc @chasedig1

DataManager:LoadData(player)
	print(1)
	player:LoadCharacter()
	print(2)

	player.CharacterAdded:Connect(function(character)
		print('Added')
	end)

	player.CharacterRemoving:Connect(function()
		print('Removed')
	end)

Now for some reason it only prints 1?? So it’s stopping at the player:LoadCharacter() line

Seems like it’s getting stuck trying to load the character. If it doesn’t continue, it might be trying to load the character, and once it’s finished, it will continue with the script. Not sure why this behavior would be occurring at the moment, though.

That’s… indeed strange. Does it also happen in an empty baseplate or just in the specific place? Do you use custom characters?

A specific place, but I’m just using default roblox characters

If you do believe that the issue is with RemoteEvents, try disabling whatever is firing the RemoteEvent, or the RemoteEvent object entirely. Does the character load?

RemoteEvents aren’t the issue. The fact that they error is because of the issue.

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I don’t understand how a character not loading would cause a RemoteEvent queue to be exhausted. Have you confirmed that to be true? There are many factors that can contribute to something. When did this begin to happen @NinjoOnline? Did you create or modify any scripts before you noticed this? The more you can narrow down the root cause the better.

Edit: Is DataManager a data saving/loading module?

I’m not sure, I rarely ever test in Play Solo, but I started noticing it a few days ago, and just ignored it, but now when I want to make a minute change to something, having to publish, load up a server, wait, etc. just to test one small change, have it not be right and keep repeating the same process till it is right was just becoming too time consuming