Parts that are welded and have their AssemblyAngularVelocity changed will not replicate to current players but are replicated to new joins

Uncopylocked Repro Place: Evil Weld Game - Roblox

Existing player:

New player:


Offending code:

	local Weld ="Weld")
	Weld.Part0 = HumanoidRootPart
	Weld.Part1 = EvilPart
	Weld.C0 =
	Weld.Parent = HumanoidRootPart
	Weld.Name = "EmoteWeld"
		HumanoidRootPart.AssemblyAngularVelocity =, 10, 10)
		HumanoidRootPart.AssemblyAngularVelocity =

Can you provide a detailed list of steps to reproduce the problem using your repro place? I see the same displayed results for both clients when testing with multiple players, so I’m trying to understand what steps are necessary to induce the problem.

Ideally something like:

  1. Player1 joins
  2. Press weld button on Player1 client
  3. Player2 joins
  4. Player 1 and Player2 see different velocity values

As much detail you can provide on how to reproduce and what exactly doesn’t have the expected value or is missing would be helpful.

Also, when did this issue start occurring? Do you think it is behavior that changed recently?

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In the video what I did was

  1. Player1 joined
  2. Player1 pressed the teleport button then pressed the weld button
  3. After Player1 is unwelded the ma
  4. Player2 joins after Player1 is unwelded
  5. Player2 will teleport to the part and the part will be streamed in (observe the No Weld Part while Player2 is too far away)
  6. Player2 will have the server’s velocity and will start spinning

Player1 POV:
Player2 POV:

Earliest bug report we have of this issue is 16/10/2023 which was 3 days after we added the item that caused us to start encountering this bug. It has likely been around for a while. As an important note if streaming is disabled the server velocity will still be changed but the client velocity will be 0,0,0 for new players and existing players.

I’m sorry, I’m still having trouble following what is not replicating. Which part isn’t replicating?

I’m a bit puzzled by your code setting the velocity and then immediately setting the velocity back to zero. Does the problem not occur if you don’t reset the velocity to zero?

FYI, I would expect you would get this same behavior if you test locally in Studio and spawn a few players:

Or start with one player and then start a second player. You shouldn’t need to ask other people to join I would hope.

Since streaming is enabled the part that the character is welded to will not be replicated until your character comes within range of that part. Observe the “No Weld Part”, “Client: x,x,x” and “Server: x,x,x” values in recorings.

The code does not need to immediately set the velocity back to zero, it is only done this way to make testing easier. It sets the AssemblyLinearVelocity which is different to the actual Velocity.

Additionally here is a video of me testing it in studio only relying on the part not being streamed in:

Me and @Unlimited_Objects were able to reproduce the issue in the test place linked in OP’s post.

First Player POV:
Second Player POV:

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