FilteringEnabled issues

I have been experiencing tons of issues with FilteringEnabled, making me regret my decision of converting my game to function with it enabled. This is not my first time working with FE, although these issues are re-occurring, therefor it wasn’t my code in prior games with FE, it’s FE itself.

Here’s one of the irritating issues.

When I spawn NPCs, sometimes the NPCs will walk as just a torso and head, they will be floating as if their arms and legs are attached, but they simply leave them behind.
The arms and legs float where the NPC was spawned into the workspace, and will just sit there until the NPC’s model is removed.
This appears to be an issue with the NPCs replicating to the client with FE. I am not the only one to report this, although something odd is if an NPC appears this way on my screen, other players say they can see the full NPC standing there
Another issue along with this, is the NPC carries a sword, welded to their left arm. When I see a floating torso/head enemy, it can not damage me with their sword. Is this because their swords actual cframe is where the arm is being shown at? Other players say they can see the sword hitting me, although the code for the sword is on the server, so it should damage it whether or not it is being properly replicated to my client.

This is ruining my gameplay, and thus far, my only real solution is to disable FE and hope CE can’t modify data cached in the PlayerDataStore module on the server :stuck_out_tongue:

That’s weird, I never experienced any issues concerning NPCs. How do they work? Are they spawned on the client or server?

You’re gonna need a repro place for this one. I’ve never heard of anything like that happening to anyone.

They are all spawned on the server.

Let me get to work on that.

EDIT: after many attempts, I can not reproduce this issue in a blank place, at the moment I am rewriting my NPC spawning and AI code, which will hopefully resolve my issues.

Hi! We are catching up on some historical bugs and I was not able to reproduce this issue. If this issue still exists, could you please file a new bug report and include a reproduction file? Thank you!