Reproduction Steps
open repro file attached
You’ll find that the red healthbar in the left arm of the character is not rendering in the correct location given the position of the bones.
If you delete the bones, you’ll find the healthbar moves it its proper location.
if you update the location of the meshpart by moving it, you’ll see it takes its proper position, but this reset if you copy&paste the meshpart.
Expected Behavior
I expect the red healthbar on the character to be in the correct positions and orientation given the location of the bones.
Actual Behavior
Here’s a video, you can see this issue ceasing to occur once I delete the bones.
Issue Area: Engine Issue Type: Display Impact: High Frequency: Constantly Date First Experienced: 2021-06-15 11:06:00 (-05:00) Date Last Experienced: 2021-06-15 12:06:00 (-05:00) A private message is associated with this bug report
We started receiving reports of this as well in Royale High as of about an hour ago. Likely related, since it has been working as intended until this afternoon.
Yeah, just encountered the same issue in my own game. Clone said it seems to have to do with the part’s size, which is likely, since I believe the rig was scaled down at some point. We reimported the same blend (possibly pre-scaled? I wasn’t involved) and the issue was solved. Regardless, the issue is with the client suddenly not working with rigs that previously worked fine. Well, fine according to Roblox’s mesh deformation standards, which as of now are very low, but you understand what I mean.
I’ve also observed something which might be related to this issue.
There was a bug(?) that allowed us to fatten/shrink a mesh by making the physical size of it smaller without scaling the bone positions with it. This “hint” mesh looked something like this before:
We are rolling back this chance, you should see things return to normal soon. I will be following up to get repro cases shortly. Thanks for your patience!
I don’t think it’s a replication issue, there’s no network activity going on here.
It’s more an issue of the geometry failing to invalidate and refresh properly.