Server overflowing memory after parenting a skinned rig that uses a ControllerManager to workspace

This issue affects a character rig using the skinned meshes and the new ControllerManager. This problem only occurs when more than 1 client is connected to the game. Parenting the rig to workspace triggers the server memory overflow issue, causing an “Error 277” for any connected clients. This does not happen when there’s only 1 client in the game, and there’s no issues if the 2nd client joins after the rig has been parented to workspace.

This is reproduceable in game, and in studio local server. The following AV exception is logged when testing in local server:
image

A private message is associated with this bug report

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I believe this is a known issue with a fix coming this week. If it is that issue, the crash should stop if you set ControllerManager.GroundSensor to nil before parenting to workspace.

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That didn’t work, but switching to humanoids works which confirms this is an engine level bug.

I checked out your repro. When I had the fix enabled the crash did not occur, so it does look like the update later this week should fix this.

I’m not sure why the workaround didn’t work, but the crash is related to the ControllerPartSensor instance set on the ControllerManager. Maybe also try refraining from parenting and assigning the sensor instance until after the character loaded?
Alternatively, it could be worked around by putting the sensor in UpdateType Manual, and doing your own raycast that sets the Sensor Output properties.

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Thank you for checking on that!

I didn’t yield after parenting to workspace and assigning the ground sensor, which may have been the issue. I’ll use the Raycast workaround if the fix doesn’t ship in time. Thanks again!

This is still occurring after the update today. Will be implementing the Raycast replacement for the ground sensor.

Hey Kleptonaut,

We have an important build release going out tomorrow and wanted to see if there was an update on this issue. I can’t check right now, but we’re thinking the flag might not have been enabled for this issue? Unsure though.

Zach tried the alternative fix you recommended and it did not seem to work on our end. If there is anything else we can try please let us know.

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Will be flipping the flag today

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Flag is enabled now.


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Working great; thank you so much!

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