Hi everyone, I’ve been running into a strange issue with RemoteEvents — specifically the ones under Unreliable
.
I have a few RemoteEvents set up in my game:
- First unreliable remote:
ReplicatedStorage.Remotes.Events.Unreliable.ReplicateSound
- Second unreliable remote:
ReplicatedStorage.Remotes.Events.Unreliable.Tracer
- And a regular one:
ReplicatedStorage.Remotes.Events.Gun
-- Regular RemoteEvent
_janitor:Add(GunEvent.OnClientEvent:Connect(onGunClientEvent), "Disconnect")
-- Unreliable RemoteEvents
_janitor:Add(ReplicateSoundUEvent.OnClientEvent:Connect(function(owner: Player, action: string, ...: any?)
onReplicateSoundClientUEvent(self, owner, action, ...)
end), "Disconnect")
_janitor:Add(TracerUEvent.OnClientEvent:Connect(onTracerUEvent), "Disconnect")
The regular RemoteEvent works without issues, but after a few seconds, the unreliable ones stop receiving events. The output keeps logging things like:
Remote event invocation discarded event for ReplicatedStorage.Remotes.Events.Unreliable.ReplicateSound; did you forget to implement OnClientEvent?
Remote event invocation discarded event for ReplicatedStorage.Remotes.Events.Unreliable.Tracer; did you forget to implement OnClientEvent?
Even though those events were connected and working properly at first.
I’ve confirmed that I’m not calling :Cleanup()
anywhere prematurely — it only runs when the player leaves the game or intentionally cleared. So I’m not sure why only the unreliable RemoteEvents stop working.
Is this a known issue with unreliable RemoteEvents? Or could I be missing something? Any help or advice would be really appreciated. Thanks!