FastCast: Caster:Fire() Doesnt Move Projectiles but charts trajectory

I used FastCast Redux, It shows the trajectory but doesnt move the projectiles:
image
This is my code:

Code
local RaycastHitbox = require(script.RaycastHitboxV2)
local Damager = require(script.Parent.Damage)
local DEBUG  = true
local FastCast = require(script.FastCastRedux)
FastCast.DebugLogging = DEBUG
FastCast.VisualizeCasts = DEBUG
local Caster = FastCast.new()
local MAXDIST = 300
local lifespan = 15
local CastParams = RaycastParams.new()
CastParams.IgnoreWater = true
CastParams.FilterType = Enum.RaycastFilterType.Blacklist
CastParams.FilterDescendantsInstances = {}
local CastBehavior = FastCast.newBehavior()

module.NewProjectile = function(Projectile, Direction, Caster_Player, Damage,Speed,weld,Acceleration)
	local origin,look = unpack(Direction)
	Projectile = Projectile:Clone()
	Projectile.Anchored = true -- This doesnt change anything in the code when i set it to false
	
	CastParams.FilterDescendantsInstances = {Caster_Player.Character}
	CastBehavior.RaycastParams = CastParams
	
	CastBehavior.MaxDistance = MAXDIST
	local Y = look.Y
	CastBehavior.Acceleration = ((look)-Vector3.new(0,Y*.023234,0))*workspace.Gravity
	CastBehavior.CosmeticBulletTemplate = Projectile
	--CastBehavior.CosmeticBulletProvider = CosmeticPartProvider -- Comment out if you aren't using PartCache.

	CastBehavior.CosmeticBulletContainer = workspace.Projectiles
	
	CastBehavior.AutoIgnoreContainer = true -- We already do this! We don't need the default value of true (see the bottom of this script)
	
	local ActiveCast = Caster:Fire(origin,(look),200,CastBehavior)
	
	
	Caster.RayPierced:Connect(function()
		return false
	end)
	
	Caster.RayHit:Connect(function(cast, raycastResult, segmentVelocity, cosmeticBulletObject)
		local hitPart = raycastResult.Instance
		local hitPoint = raycastResult.Position
		local normal = raycastResult.Normal
		if not hitPart then return end
		if hitPart.Parent == nil then return end
		if hitPart.Parent.Name == Caster_Player.Name then return end
		local humanoid = hitPart.Parent:FindFirstChild("Humanoid")
		if not humanoid then return end
		Damager.DamageModel(Caster_Player,	humanoid.Parent	, Damage, {ParticleAmount = 3, ParticleColor = Projectile.Color, DamageColor = Projectile.Color})	
		if weld then
			local weld = Instance.new("Weld")
			weld.Parent = Projectile
			weld.Part0 = Projectile
			weld.Part1 = hitPart
			
		end
	end)
	
	wait(lifespan)
	Projectile:Destroy()
	return Projectile
end

return module
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I still can’t find out why, it’s not because I anchored the projectile. If anybody could help that’d be appreciated!