I intend to use a default MeshPart with the new ForceField material and a texture to benefit from the animated effect. However, changing the TextureID doesn’t seem to replace the default checkerboard texture. I only want to use a block mesh, which the default fits for, and I can’t change the MeshId because I’m using it a runtime in a script. I know that cloning an already set MeshPart could work, but I’m wondering if this is intended MeshPart behavior, as it should save me that hassle otherwise. This has been tested both in studio (by letting roblox automatically fetch the image ID from decal ID, or by manually getting the image ID) and also in a script builder (edit1: as server script, for explanation, script in screenshot’s chat) from which I’ll post screenshots that should describe the issue. This behavior seems to be consistent. I’d expect the image I use for TextureID to replace the checkerboard one (aware of potential issues with alpha channel, transparency, but following screenshots are just using an example image).
the following screenshot’s purpose is just to prove that the ID links towards a valid image, taken from library for test purposes

