WeldConstraint specific buggy studio behavior

I found two simple bugs that seem to be specific to WeldConstraint objects.

  1. Inserting a WeldConstraint through the Advanced Objects window will always put the WeldConstraint directly underneath the Workspace, regardless of what you have selected in the game’s hierarchy.
  2. WeldConstraint objects cannot be duplicated with CTRL + D when both Part0 and Part1 are set.

These bugs happen 100% of the time and have presumably existed since the objects were first enabled.

Repro for 1.

  • Open the Advanced Objects window.
  • Select an object in the workspace (the BasePlate or a newly instantiated Model or whatever).
  • Double click the WeldConstraint in the window.
  • Notice how the WeldConstraint is put in the workspace instead.

Repro for 2.

  • Select a WeldConstraint
  • Set its Part0 and Part1 properties to something.
  • Hold CTRL + D
  • Notice how the WeldConstraint has not been duplicated
    Bonus: The WeldConstraint moves to the bottom of the hierarchy as well.

I’m assuming that these bugs happen because we’re not supposed to manually insert WeldConstraint objects and instead are encouraged to use the Create button in the Model tab. I’m old fashioned though and I would appreciate it if we could also make WeldConstraints by hand.

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Notified our WeldConstraint expert, we’re tracking this issue now. Thanks!

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Another thing I’ve noticed is that if you insert a weldconstraint into a model via script and set part0 and part1 using the same script, the weld doesn’t work. It works if I Parent it to game.Workspace, however.

Hey finally getting around to investigating these.

#2 is actually not a bug and is working as intended. You can only have one WeldConstraint between two parts. Trying to add another deletes the previous weld.

When you press Ctrl+D it clones fine, and then removes the existing weld. This explains the behavior that you’re seeing. Same thing happens if you create a new WeldConstraint and set Part0 and Part1 to two parts that are already joined with a WeldConstraint, but it’s more obvious there.

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