Hello, y’all. I have problem with ‘SetNetworkOwner’ function. It gives me an error ‘Network Ownership API cannot be called on Anchored parts or parts welded to Anchored parts.’ There is no anchored parts or else.
script.Parent.ChildAdded:Connect(function(child) --It's a folder.
local Player = Players:GetPlayerByUserId(tonumber(script.Parent.Name)) --Folder name is player id
if not Player then return end
local Character = Player.Character
if not Character then return end
local HumanoidRootPart = Character:FindFirstChild("HumanoidRootPart")
if not HumanoidRootPart then return end
local petPrimary = child.PrimaryPart --Pet's main part/primary part
The error is literal, either the primary part is welded or anchored, have you double checked?
Yes, i checked. (blalbabababababababababa 30 letters)
Post a screenshot of the primary part children.
Any motors/weld inside the primary part or is something else welded to it?
Yes, the model is welded together
Then that’s why it’s erroring. Parts need to unwelded or unachored in order to set network ownership.
I cleared the welds and its still same
Can’t hurt to make sure:
Ensure that child is actually unanchored. You can check that with a script like this:
if child:IsA("BasePart") then
child.Anchored = false
for _, desc in ipairs(child:GetDescendants()) do
if desc:IsA("BasePart") then
desc.Anchored = false
How is the Pet moved?
I’ve seen many pet scripts that CFrame an anchored pet to move it with the player.
Still same error… (adsa 30 letters)
I used AlignPos and Orientation.
Not sure if misunderstood, but you could do “not :CanSetNetworkOwnership()” if you’re looking for a basepart who just won’t SetNetworkOwnership()
Btw I’ve never had issues setting network ownership to parts with welds and who is welded to anchored parts.
for _,BasePart in pairs(yourPet:GetDescendants()) do
if BasePart:IsA("BasePart") and not BasePart:CanSetNetworkOwnership() then