WeldConstraint should include an option to prevent breaking

I don’t know how recently WeldConstraint was added but I was toying with it (I did enable it for myself) and I found that using move handles on one of the two parts will break the weld just like a normal weld would. I’m afraid the behavior of the WeldConstraint is going to be similar to that of a normal Weld, which would be a huge point to not use it for me.

I guess now would be a good time to write the request because it’s not in any final stages, but I would really like to see an option to turn off responding to joint breaking (either by explosion or :BreakJoints()) - Maybe this functionality could be used on normal Welds too?

7 Likes

XanTheRadiantDragon - Thanks for your feedback. Using the Move tool on a part that has a WeldConstraint will remove the weld during the move operation, but will restore it once the operation is complete. Does that behavior not satisfy your use case?

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we nonetheless finally need simply unbreakable welds pls .

Also iam sure his problem is a major issue for many types of buildings games ? idk …

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  • If I duplicate the part/model while dragging (whether manually or a plugin does it for other reasons), the WeldConstraint will not be copied since the weld is currently removed
  • If the place autosaves while I’m dragging the part and then Studio crashes, the WeldConstraint will not exist when I open the autosave
  • Will trigger ChildAdded/Removed events plugins are subscribed to which they didn’t expect previously

De/re-parenting is rather ugly behavior. I avoid hacks like these in even plugins, which are used a lot less, for compatibility reasons, so I don’t really think the current behavior is appropriate. Ideally WeldConstraints would remain parented/connected. Is there a reason why the Studio tools disable WeldConstraints, move their components with CFrame, and then reattach/update the WeldConstraints after the fact instead of just updating the WeldConstraint’s internal CFrame to adjust offset?

2 Likes

It does. I do have concerns similarly to the ones EchoReaper posted. Of course those are very easy to deal with in development internally (I’m sure) and otherwise it’s good.

1 Like

Fully aware that this thread is three years old & dead but, I couldn’t find a place to post this and so, this will do.

It’s crazy that three years later this is not a thing. I find it bothersome to have welds break or go inactive when moved by studio tools. Otherwise, in-game, it works fine. The ambiguity of this makes workflow incredibly hard & frustrating especially dealing with custom inverse kinematic animation where the default movement tools that Roblox provides (move, scale, etc) are better used instead of a plugin. I could make a custom plugin but, that seems like a lot of work for something that seems relatively simple. This is an edge case but, there are probably other cases where this would be nice to have. Individually moving end effectors (goal parts) through play-stop, repeat is not optimal in the slightest. I could use CFrame objects and reference them & manually enter in values and have it update in real-time but, again, visual tools are so much better than manual number input.

+1

6 Likes

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