I have an animation system in my game which heavily relies on the firing of :GetMarkerReachedSignal events for the timing of abilities effects and damage etc…
All of the animations are run on the server side.
After a server is up for an arbitrary amount of time (it can happen after 2 hours or 20) SOME :GetMarkerReachedSignal events won’t work but some still do.
This is hard to reproduce because it happens at random and the events that break aren’t the same.
I am instantiating a new event and disconnecting it after it is over.
In the function above it yields the thread until the event is fired. But once the event breaks it will yield forever.
This used to not happen with my same system until recently about a couple weeks ago.
It is strange how the events aren’t firing after even after making a new one. After one event breaks all of the events following it also break even though its a new event.
I would appreciate if this was marked urgent. This is severely impacting my game and its players. I am willing to provide anything necessary to expedite the fix because right now there is nothing else I can do.
Thanks for the feedback!
For the Devs in this thread, are your dropped events all server-side, or can they be client-side?
Also, does your world have streaming enabled?
random animations are bound to be broken (not firing GetMarkerReachedSignal & KeyframeReached connection) upon the creation of random servers. This can cause game breaking bugs and needs to be fixed asap.
This issue is still happening, GetMarkerReachedSignal not firing randomly can cause massive issues in games considering developers like me rely on them heavily for timing. @NotARobloxEngineer@BloxMachina