WeldConstraints keep losing 'Active' boolean

Hello devforum,

I’m currently working on some doors for my new game, however I’ve run into a very strange problem.

I’m using WeldConstraints to hold the door together, however when I apply them to the parts in my model, the ‘Active’ property (property that allows the weld to work) is mysteriously deactivated, without the ability for me to debug it.

I even checked one of my older experiences to make sure, and copied a door i had made for said experience, the welds within that door were active and worked perfectly fine, even when i placed that door model into my new game.

I even attempted to copy one of the weldconstraints from the old model to the new model, but after setting the Part1 property, the Active boolean became false.

I’ve tried asking the assistant and looking for other solutions on the devforum, but to no avail.

Yes, I have:

  • Ensured all parts are in the same model
  • Ensured the script is modifying CFrames instead of Part Positions
  • Ensured the ProximityPrompt used is working correctly
    (There are no additional joints within the model)

Please reply with possible solutions or insight.
WeldConstraints.Active (Documentation)

I’ve ran into a few reasons this happens. One of the part could be anchored is what happens to me the most.

It turns out this is the fix.

I read a devofurm post that said they had to be anchored :sob:

Thanks for the help.