While making animated trees for our game, I noticed that when objects get streamed out beyond the steam radius (deparented), the bone connected to the “ChainRoot” of the IKControl gets sent several thousand studs away. I cannot find any clues inside “InitialPoses” or any other object item influencing this.
- This only occurs in live game testing, and does NOT occur in studio play solo test (At least I was not able to replicate)
- Model is set to “Atomic”
- ModelStreamingBehavior does not affect it, as we tried both improved and legacy with no difference
- This sometimes also occurs when players reset
- Manually setting the “Transform” CFrame position back to 0,0,0 resolves the issue
- Streaming is enabled, and the value is set to Opportunistic, and streaming integrity mode disabled.
- Bone.002 is connected to the chain root of the IKControl.
- Issue is inconsistent, and only applies to some trees. They are not the same trees every time, and not all trees have this issue occur.
Image of issue (Trees get stretched to some crazy point in 3D space) AFTER the object has been streamed out, then back in again.
Image of Bone.002 position AFTER the tree has been streamed out, then back in again. Notice how the Transform CFrame value is some crazy point in 3D space. This was taken in a live client server using the “Dex” plugin. Manually resetting the position and orientation values back to 0,0,0 fixes the issue. Bone.002 is the ChainRoot of the IKControl
Image of Bone.002 position BEFORE the tree has been streamed out. This is taken from studio, not play testing.
Image of the IKControl connecting to the chain root Bone.002.
Expected behavior
The bones need to not be sent into some random 3D point in space, and correctly stream back in the same way they were streamed out.
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