Here’s a funny one, in terms of how the bug actually plays out in the game
It’s really easy to repro. You leave a vehicle as passenger with another player as driver where the engine is on …
Exit the vehicle as passenger, then use SetPlayerRoutingBucket and reset it to 0 (on the passenger player), then we have the bug;
Whenever the passenger (re-)enters any car, it will make the car fly around and go nuts (and will repeat to do that with any car you enter onwards)
As passenger I’ve been able to repro this every time, as driver it doesn’t seem to be a 100% - might be due to being solo on the server, can’t tell.
Can we do something ourself to mitigate this, other than set the ped model again, as this will drop attached props? or can/will FiveM do something to prevent this?
We mitigate this by informing the scripts that attach props that a routing bucket change is about to happen, so they can detach and delete props and then re-attach once the change has occurred.
We also iterate through entities as a catch-all and delete/detach anything attached to the player ped.
Just on the server side sent a client event telling the client what routing bucket they need to go to, on the client deal with detaching objects, sent a event back telling the server to change bucket, then tell client back that the bucket has been changed and re-attach any objects.