Texture Offset and StudPerTile no longer work on MeshPart Heads since release of Makeup


So context for me discovering this bug, I have a animated texture engine that works in conjunction with my rain and sweating simulation to use a 8k texture to render a animated GIF on a surface using a Texture. But since the release of Makeup, Textures no longer have their properties of Offset and StudPerTile working. They just render like regular decals. The ability to configure the studs per tile does nothing and thus just shows all the frames of my animated texture on the face.

This is a new issue that has only arisen in the past couple weeks. I’ve been able to investigate it thinking maybe I had a bug in my code but it’s actually a new engine bug.

Hello! I apologize for the delayed response. Is it possible for you to isolate your setup and post a rblx in a private message? We have suspicions of some changes that match your described timeline, but the particulars of your configuration would ensure we deliver a fix that addresses exactly what you see. Thanks!

Sure, it’s just a R15 character, with a meshpart head, with a texture on it. I set up a RBX file demonstrating the issue. The head next to the body is without the humanoid configuration as a normal part and it works as intended.

It seems like it has something to do with how textures are handled on a humanoid with a meshpart head.

It returns to normal/correct behavior with no Humanoid. It’s not affected by there being a HeadWrapTarget or FaceControls.
BrokenTextureonFaces.rbxl (226.9 KB)

Thanks, got it. I believe we have a fix and it’ll roll out. I’ll ping back when it’s enabled (~2weeks to flush through all platform distributions) to see if you see the fix.

1 Like