I’m about 99% sure this wasn’t happening before today. This is the module in question. It should be able to be required from the client since it’s free, right?
EDIT: Seems I was mistaken
I’m about 99% sure this wasn’t happening before today. This is the module in question. It should be able to be required from the client since it’s free, right?
EDIT: Seems I was mistaken
I didn’t think you could do that for security reasons.
Requiring a module with the following code will probably give you the same function:
return require(moduleID)
The proper workaround is to have the module return a reference to itself, require it with a server script, and then parent the module to a place the localscript can access it from.
It’s an annoying workaround.
[quote] The proper workaround is to have the module return a reference to itself, require it with a server script, and then parent the module to a place the localscript can access it from.
It’s an annoying workaround. [/quote]
Or have the server LoadAsset the ModuleScript and put it in ReplicatedStorage for clients to use.
If a client could require any assetID, they would have arbitrary localscript execution in any game. That would be a huge security hole.