Welds ReWelding after calling Breakjoints()


So basically I have a car crashing game and recently when I crash and call Breakjoint() every once in a while it will re weld the parts to the car and the parts will float in mid air attached to the car.
Does any one know a alternative to breakjoints or a fix?


This time it made my dads car float

What does the welding script look like?

If it’s not a welding script and it’s welded in studio, you can probably just :Destroy() all the welds

for i, v in pairs(carPath:GetDescendants()) do -- of course change carPath to the car models path in workspace
	if v:IsA("Weld") then
		v:Destroy()
	end
end

Thanks for the feedback. I’m am not using a wielding script that’s what’s so confusing. I’m using weld constraint to hold the car together. And I just want the part that gets hit to break so sorry your script won’t work. But I found out you can get the parts connected to it so I might try deleting the weld instead of breakjoints().

yeah, that’s the same thing, just mine deleted all of the welds. just use :Destroy()
Goodluck to you