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Issue with Meshpart Client NetworkOwner NOT replicating a Weld to the Clients owner.
It will work as intended on the Server AND by Extention every other client. Just not the client that actually Ownes the Part… Examples Below: -
GiF, I swap from the client that killed the NPC to Server-side camera… This is what all other clients see VS the network Owner: https://gyazo.com/c374eb2ff372b16c6dbe020b2f11d32d
Picture Example of the Same Event from another Player on the Left and the Network owner on the right(ignore open inventroy): https://gyazo.com/e286f7ef5a838dbb1aa3fbb2d13e0984
- I’ve seemingly tried Every solution I could Think of. I’ve tried Changing the Weld Instance to > Weld Constraint and Motor6D All Giving me the Same Result… Trying to keep network ownership on the server just results in the Weld not Being Applied. Very Strange indeed. Below is the main Code in Question:
for index, joint in pairs(TargetChar:GetDescendants()) do --goes through all char decendants
if not IsPlayerTarget then -- NPC RAGDOLL TRANSFER TO CLIENT NETWORK
if joint:IsA("Part") or joint:IsA("MeshPart") then
joint:SetNetworkOwner(client) -- Setpart NetworkOwner
for x, child in pairs(joint:GetChildren())do
if child:IsA("MeshPart") then -- if this limb has an applied accessory
local weldConstraint = Instance.new("Weld")
weldConstraint.Part0 = joint
weldConstraint.Part1 = child
weldConstraint.C0 = joint.CFrame:Inverse()
weldConstraint.C1 = child.CFrame:Inverse()
weldConstraint.Parent = joint
end
end
end
if joint.Name == "HumanoidRootPart" then
joint:Destroy()
continue
end
end
ANY HELPFUL IDEAS WOULD BE SUPER SWEET!
ty!
-bandi