Reproduction Steps
This bug happens with rigged meshes imported using the Avatar Importer. I’m not 100% sure if the number of joints makes a difference, but my rig is an arm+hand with 22 joints.
Seems to be performance dependent, however my system is beefy… (AMD Ryzen 9 3950x, RTX 2070 Super, 32 GB DDR4 3200)
I can get this bug to occur by moving several of these rigs at once, OR lowering performance by starting a server with 2 players in Studio Test mode.
Every time each rig’s bone CFrames are updated manually using a script, some of the rigs will update normally. Others however will revert to their default pose for a frame or two, before updating to the new bone positions.
In my own place, I can get this to reliably occur by updating 8 or more of these 22 bone rigs on the server side, then viewing it from the client. Oddly enough, the same rigs don’t do that in Play Solo within studio, however the clientside rigs will start doing it instead.
Expected Behavior
I expect the mesh rigs to update normally without any visual problems.
Actual Behavior
The mesh will revert to it’s default pose every time the joints are changed. In the video below I do this every 0.3 seconds on the server… the rigs that are flickering are the ones being updated serverside.
This bug appears to be entirely visually, the bone positions aren’t actually reverting back to the original pose, the mesh itself is.
This causes a really annoying flickering effect.
Workaround
I do not have a work around that doesn’t involve just not using rigged meshes. Limiting the amount of them that exist at one time is the only fix I’ve found.
Issue Area: Engine
Issue Type: Other
Impact: High
Frequency: Constantly
Date First Experienced: 2021-07-08 18:07:00 (-04:00)
Date Last Experienced: 2021-07-09 19:07:00 (-04:00)