I’m trying to check on the server if the given asset id is on sale, check if the ProductType is “Collectible Item”, and how many copies are remaining. The problem is that the server seems to be giving me inaccurate information vs the client. In the screenshots below you can see the differences in what is returned. Both server and client run the exact same code.
local marketplaceService = game:GetService('MarketplaceService')
local info = marketplaceService:GetProductInfo(13234197671, Enum.InfoType.Asset)
for i, v in pairs(info) do
This behavior only occurs in-game and not during studio test sessions.
From what I can tell, this only happens with limited UGC assets. After searching for a solution all I could find was this post, but I am unsure if it has to do with this:
The above post had a follow up recently stating that they fixed that specific issue (purchasing ugc limiteds in game), but this is still occurring. I was hoping with the release of that feature it was going to fix this problem.