Wrap deformer error spam

Makes it hard to see the games actual errors

1 Like

Hey @LuaBearyGood , thanks for your report! I’ve got one follow-up question for you:

Are the models I’m seeing in the error logs NPC’s? Typically this error only pops up when a body part on the model doesn’t have a WrapTarget, so I’m wondering if these NPC models are missing those.

Seems like a mixture of both based on the errors, but we do have a lot of npc rigs in the game

Okay, I’ll see if there is something going on in the player case. But in the meantime, if you check your NPC’s Head MeshPart to see if there is no WrapTarget on it, then that’s definitely where some of these errors are coming from. If that’s the case, whatever eyelash or eyebrow accessory you are putting on them, in the properties panel on the WrapLayer set the AutoSkin property to Disabled and that should stop the error from popping up for those.

It’s also possible AutoSkin doesn’t work in a viewport frame, but I’ll have to confirm that.

Is your experience an R6 only experience or R15?

We’re not doing anything specifically involving wrap layers, we’re just loading humanoid descriptions onto normal R15 / R6 rigs (which we updated about a month ago to comply with a different humanoid change); they are literally an unmodified rig that you import with the rig creator.

Link to game: 🛍️ My Avatar! | Play on Roblox

I see, so even for the NPC’s are eyelashes being applied via humanoid description, or are they attached manually in Studio?

If you have any code snippets that you are comfortable sharing privately or an rbxm of an NPC where you know the error occurs, that would be helpful in debugging this.

I haven’t encounter the error at all personally, it’s just spamming my error log; everything is just being applied normally via humanoid descriptions- there’s not much to share.

I see, the only other thing I can think of is that something is going on with the cage on one of the assets involved. I’d need to look at one of the NPC’s and the eyelash asset being equipped to confirm that.

Basically, from what I can tell this error is firing when it’s supposed to and auto skinning works in a viewport frame as long as there is a WorldModel, and that usually happens in one of the following cases:

  • You try to equip a layered accessory (eyelash) onto a head that doesn’t have a cage (WrapTarget)
  • You try to equip a layered accessory (eyelash) onto a head that has a bad cage (poorly fitted, or incorrect UVs)
  • The head cage might be fine, but the layered eyelash accessory has a bad cage (poorly fitted or incorrect UVs)

You said you got your NPC’s from the rig creator? Could you tell me which ones you are using?

Ive got some more information;

These errors specifically seem to occur when you equip eyelashes / eyebrows and have headless head equipped;

As there’s nothing we can do in this situation id go back to my original request of just having them disabled please

Thanks for the info! Yeah, I can reproduce the error with the headless head. Seems like this head doesn’t have a cage, which makes sense design-wise but also the expectation is all marketplace heads should have one. If it doesn’t make sense for us to add the cage here, I can explore skipping the log if the cage isn’t provided at all.

Main thing for us is just getting rid of the error space as its taking up >80% of our error report and making it hard to spot real errors