Sales in "Group Sales" are not displaying the pending sign next to them

Reproduction Steps
Set up a developer product on both client and server.

Server side

MarketplaceService.ProcessReceipt = function(receiptInfo)
	local player = game.Players:GetPlayerByUserId(receiptInfo.PlayerId)
	
	if not player then
		return Enum.ProductPurchaseDecision.NotProcessedYet
	end
	
	for i,v in pairs(Monetisation.Cash) do
		if v.ProductId == receiptInfo.ProductId then
			local cash = ClientLibrary:getCashBoosterValue(player, i)
			DataModule:add(player, "Cash", cash)
			DataModule:add(player, "RobuxSpent", v.Price)
			
			Events.UI.ShowCash:FireClient(player, cash)
			
			print("GOT HERE")
			
			return Enum.ProductPurchaseDecision.PurchaseGranted
		end
	end

Go into testing and purchase it

Expected Behavior
Output prints “GOT HERE” to indicate that the server returned Enum.ProductPurchaseDecision.PurchaseGranted

Purchase appears in group funds with the pending clock icon next to it

Actual Behavior
Output prints “GOT HERE”
output

Pending icon does not display in group funds as if the purchase hasn’t processed properly as displayed below
sale
[NOTE: THE ABOVE IMAGE IS FROM THE LIVE GAME BECAUSE SALES FROM STUDIO DON’T GET RECORDED]

I marked this as critical because I was unsure whether it’s just a visual bug or whether my sales are actually not processing properly into the group funds which would result in lost revenue.

Issue Area: Roblox Website
Page URL: 🍓 Smoothie Simulator - Roblox
Impact: Critical
Frequency: Constantly
Date First Experienced: 2021-12-02 00:12:00 (+00:00)
Date Last Experienced: 2021-12-24 00:12:00 (+00:00)

UPDATE:
I’ve just deleted all group payout percentages and it appears that all sales in the game now have the pending icon next to them as shown below


I’m going to leave it as critical until the previous sales that were made when payout percentages were enabled are investigated to see if this bug caused payments to be lost or if it was only visual.

1 Like

If you buy a product in roblox studio, it will be a test purchase, so It will not go though.

These are all live purchases in the real game. Sorry, I should have mentioned that above. I only used studio to see if the code gets to the “return Enum.ProductPurchaseDecision.PurchaseGranted” section

1 Like

Hey @Peaspod the hold for these purchases should now be released, could you please verify if the reporting looks correct on your end?