Here’s how it works:
create a local script to print the state of workspace.FilteringEnabled when you press a key. Here’s one if you can’t think of how to do this:
wait(0.1)
local m = game.Players.LocalPlayer:GetMouse()
m.KeyDown:connect(function() print(workspace.FilteringEnabled) end)
Now, go into online, open the dev console, and press a key (you probably already have, so the local console will say what filtering is doing).
In the server tab, set filtering enabled to true
now, switch back to the local console and press a key. Notice how the state doesn’t change according to the client: if the server started as FilteringEnabled and you turned it off, the client will continue to say “true”, and if you started the server without FilteringEnabled and turned it on, the client will continue to say “false”, and setting it back to its start state will not change anything.
In short:
Current behavior: client does not update its workspace.FilteringEnabled boolean to reflect changes in the server
Expected behavior: client updates its workspace.FilteringEnabled boolean to reflect changes in the server