It could be a coincidence, but after migrating from GetSortedMap to GetHashMap and publishing a single place, all other places in the experience are unable to use TeleportPartyAsync, getting the error. The SortedMap and HashMap had the same key. The issue still persists even after a full game shutdown. Changing to TeleportAsync seems to fix the issue.
No, I swapped and rolled back the place I pushed GetHashMap to and the issue persisted. The implementation was identical outside changing from GetRangeAsync to ListItemsAsync. As you can see, even manually running TeleportPartyAsync through console with hardcoded values caused the same issue. Not pictured is me using the same values with TeleportAsync and it working perfectly fine.
Oh yeah to add, the only information read from it is the placeid and the jobid. Ofc running solely the placeid and a table with only your own player in it also fails
Is this still an issue? Can you try calling TeleportPartyAsync with the hard-coded place ID and an array of players? for example:
local success, error = pcall(function()
TeleportService:TeleportPartyAsync(your_place_id, game.Players:GetPlayers())
end)
if not success then
print("Failed to teleport with error: " .. error)
end
Let’s make sure it’s not an issue with TeleportPartyAsync() and then figure out where the issue is coming from.