Using RaycastLocal on EditableMeshes at continuous high-rate causes both the ROBLOX Client and ROBLOX Studio to crash

The issue was first identified by a test-player for my game that was unable to place his surfboard without his game client undergoing a forced shutdown event (crash) without any error warning. The same happens in Studio, where I further discovered the following behavior:

  • The first ~56 seconds are perfectly fine
  • After ~56 seconds, if RaycastLocal is being used on editable meshes, Studio and the ROBLOX Client will both crash with no error messages
  • If RaycastLocal is not used for an extended period of time, longer than 56 seconds, and then is called at least once, Studio and the ROBLOX Client crash (again without any error messages appearing)

The above is a full screen recoding of a specific test world where I managed to isolate the issue. The test world itself will be attached in the staff-only field.

Expected behavior

Approximately a week ago, this issue did not occur even when 3 to 5 test players where on at the same time for approximately an hour. I suspect the recent API changes to EditableMeshes may have introduced a failure scenario that was not caught before release.

A private message is associated with this bug report

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After working on this some more, I’ve managed to narrow down the problem to occurring when one of the “waves” seen in the video is despawned.
I modified the raycast code to only use :RaycastLocal when the editable mesh it is addressing has more than 0 faces. This seems to have fixed the issue.

Based off of this behavior, the engine crashes when :RaycastLocal is used on an EditableMesh with 0 faces.

I just reverted the recent change responsible for this crash. I will investigate it using the placefile I was provided.

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@Phoenix_Ultima Looks like you figured out the issue already. Thank you! I’ll work on a fix that connectly handles queries for degenerate meshes.

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This issue should be fixed now. Please let us know if that is not the case.

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