MeshpartHeadsAndAccessories does not disable had collisions by default as expected in live servers

Reproduction Steps
Currently, as of 11/21/21, the Workspace.MeshPartHeadsAndAccessories feature does not disable head collisions by default when it is set to Default in live servers.

Steps to reproduce:

  1. Open a new baseplate in studio. Note that Workspace.MeshpartHeadsAndAccessories is set to Default.
  2. Run a local test server with 2 clients. Have one of the avatars stand on the other avatar. Note that the avatar cannot stand on the other avatar’s head, since collisions are disabled.
  3. Publish said baseplate to a game.
  4. Have a friend join you in the baseplate place in a live server. Have your friend stand on your head. Note that your friend is able to stand on your head.
  5. You can confirm that mesh part heads are enabled in the live server, since if you print the ClassName of your avatar’s head, it is a MeshPart.

Expected Behavior
It is expected that the Workspace.MeshpartHeadsAndAccessories feature will disable head collisions by default, as outlined here by @Osyris : Action Required: MeshPart Heads & Accessories (May 27th) - #117 by Osyris

Actual Behavior
Head collisions are enabled in live servers, but are disabled in studio when the feature is set to Default.

Workaround
Setting Workspace.MeshpartHeadsAndAccessories to Enabled

Issue Area: Engine
Issue Type: Other
Impact: Moderate
Frequency: Constantly

2 Likes

Thanks for the report! We’ve filed a ticket to our internal database and we’ll follow up when we have an update for you.

2 Likes