Object stays in place when attempting to set network owner?

So I made a simple flying pan attack thing, and I wanted to make it so it sets the network owner of said pan to the player that’s getting attacked so it’s smoother. However, my object just floats in the air and does absolutely nothing for some reason.

That’s literally all I do.

Setting the network owner prior to calling the impulse setter methods causes no force to apply whatsoever.

Any help appreciated, thanks.

Have you make sure that only call that when you are absolutely sure the pan is throwing or going to that certain player?

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I’m not sure what you mean.

The pan spawns and gets ready to launch towards the player, it never does this.

Let’s say I’m throwing the pan to player A, and I’m gonna set the owner to player A right? I have to make sure that it hits player A and not anyone else close to player A before calling the function.

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Or have you made sure your throwing pan process works without setting the owner to anyone else yet?

Im sry but the script isnt sufficient, as I hav no idea wt target is. Also, @ItzMeZeus_IGotHacked’s question is a good one, u mite need check it.

It’s definitely a weird issue, possibly even an engine bug.

Setting the part’s velocity property (which apparently got deprecated, what a surprise) works perfectly.

The new impulse methods are completely broken for me, the part remains frozen in place after calling SetNetworkOwner.

Where are you applying the physics? On the server or the client? Because if a player has network ownership of a part the physics have to be applied though their client, on a local script.

I’m not really sure if this is your issue though lol, hard to tell with the limited details.

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Oh interesting, I guess that’d make sense.

Although it’s odd how using Velocity and RotVelocity works on the server. :confused: