I recently started using TextService:FilterStringAsync(text,player.UserId,Enum.TextFilterContext.PublicChat):GetNonChatStringForBroadcastAsync() in direct replacement of game.Chat:FilterStringForBroadcast(text,player) because of Chat getting deprecated soon. I am using it to filter strings for roleplay names/descriptions, save file names, and other player-created non-chat text. However, the new method returned empty strings about 25-50% of the time, and several players reported not being able to set roleplay names or see the names of their save files anymore, so I reverted back to Chat:FilterStringForBroadcast()
No errors or warnings are thrown when the method returns an empty string. Here is a print log of each time the function was passed with the original text and the returned text from the TextFilterResult.
I expect TextService:FilterStringAsync(text,player.UserId,Enum.TextFilterContext.PublicChat):GetNonChatStringForBroadcastAsync() to return the filtered text result of the text and not an empty string. I also expect it to throw an error if the function had issues with the request.
Hello! Is there any update on this? When the legacy chat service gets deprecated on April 30th, I am worried that players will have issues creating custom text because of this issue.
I used TextService:FilterStringAsync(text,player.UserId,Enum.TextFilterContext.PublicChat):GetNonChatStringForBroadcastAsync() as a direct replacement for game.Chat:FilterStringForBroadcast(text,player) for players’ roleplay names/bios and character save files, and when I tested it, almost all players reported that most of their rp names were blank. (No other code was changed except for this line.)
When tested on a Studio Playtest or in a 1 player server, it works fine, but when implemented on a live server with 60 players, it returns an empty string very often.
I’m using :FilterStringAsync and :GetNonChatStringForBroadcastAsync but is simply not doing anything. It doesn’t censor bad words. Any news on this? Cause it’s quite important… @pumpkinDino321
Okay I tried it in a published game and apparently works properly to censor bad words. It simply doesn’t work in a non-published game inside studio. But it seems to work in an uploaded game.