I have a weapon system that, in a small way to annoy any place-stealers, relies on roblox animations and the names of their keyframes. Very recently, something has changed and now the first frames of an animation no longer trigger the :KeyFrameReached event.
This seems to occur in every animation style, regardless of looping or not.
This has started sometime between april fools and the 6th of this month, I had been using this for months before hand, with no issue.
Additional, I have been recieved another message about this, it appears that this only occurs on updated animations, newly created animations will not have this problem.
Repro, create a new animation, naming the first frame, test to see if it fires :KeyFrameReached(), it will succeed, update the animation, not altering that keyframe’s name or position, it will now not call.