In my game, I prompt a gamepass using MarketplaceService:PromptGamePassPurchase(player, id). I do this on the server and on the client, and in this case it was a server prompt of it that created the issue. Whenever I make gamepasses for my game, I delete them from my inventory after so that I can test out my purchasing of them and make sure it works in game and gives the proper confetti visual effect and whatnot. I have done this numerous times with my playtest in my game and with basically all purchases, studio allows a “test” purchase. I have done this hundreds of times already however this time I was in studio live playtest testing my game, I bought two gamepasses, and I end the playtest. I rejoined the playtest and marketplace service said I already owned both gamepasses so it couldnt prompt another. I found that very odd seeing as all I did was a test purchase not a real one. I checked my roblox transactions page and BOTH GAMEPASSES HAD BEEN CHARGED. I am so confused and annoyed because they were actually sort of expensive gamepasses I didn’t want to spend the robux on.
Here is a screenshot of the gamepasses having been purchased from my group:
Expected behavior
If it was working correctly, my gamepass would have been purchased in the playtest session, however not actually subtracted my robux and not have actually saved to my account so when I re-enter another playtest, I don’t have the gamepass. This has happened hundreds if not thousands of times before this but this time it actually went through as a real purchase.

