If I have a pcall wrapped around my UpdateAsync function, and I call it too much causing the game to just not save the data, will my pcall fail? I have a retry system and it only works if the pcall fails.
local Attempts = 0
repeat
local Success = pcall(function()
return --UpdateAsyncMegafunction that I removed, as it's unimportant
end)
if Success == false then
Attempts += 1
task.wait(10)
end
until Success == true or Attempts > 4