Hello,
I would like to know how to stop the cache when requiring a module via assetId (require(assetId)). I know you can do :Clone() for modulescripts that are already in the game, but what about for assetids.
Thanks!
Hello,
I would like to know how to stop the cache when requiring a module via assetId (require(assetId)). I know you can do :Clone() for modulescripts that are already in the game, but what about for assetids.
Thanks!
Module scripts are essentially tables, so you should be able to just use table.clone for that.
arent we table.cloning the already cached module still
Yes, we are. Why do you need to get rid of the cache?
working on a loadasset replacement, basically i send id over to backend server which turns model into a modulescript which returns its children. overwrites preset id since roblox has limit on new assets being uploaded to creator store