[X] I'm sure both client and server are on the latest update.
[X] I have read the console error message carefully (if applicable).
Your Environment
Version: 1.63.4
Operating System: Windows 11
Description
When spawned clientside, Trigger overlap events aren't triggered (no puns intended)
No matter if the entity colliding with the trigger bounds was spawned on the client or the server
Steps to reproduce the behavior
Player.Subscribe("Possess", function(self, character)
if (self ~= Client.GetLocalPlayer()) then return end
local sphere_trigger = Trigger(Vector(), Rotator(), Vector(1000), TriggerType.Sphere, true, Color(1, 0, 0))
sphere_trigger:AttachTo(character)
sphere_trigger:Subscribe("BeginOverlap", function(trigger, actor_triggering)
Console.Log("Something entered my Sphere Trigger")
end)
end)
Expected behavior
Should work the same as serverside
Actual behavior
The trigger is here, but the events are never dispatched
Prerequisites
Your Environment
Description
When spawned clientside,
Trigger
overlap events aren't triggered (no puns intended) No matter if the entity colliding with the trigger bounds was spawned on the client or the serverSteps to reproduce the behavior
Expected behavior
Should work the same as serverside
Actual behavior
The trigger is here, but the events are never dispatched