Create Propset not replicating in OneSync enabled environment

Propsets spawned via Create Propset are replicating between owning client (executing the scripts) and remote client standing nearby fine - until the same call is tried in a OneSync server environment (Artifacts 4439)

Both clients are on Canary.

The following lua snippit was used in testing:

RegisterCommand(‘createpropset’, function()
local propset_name = “PG_AMBIENT_CAMPFIREWINTER01X”
local propset_hash = GetHashKey(propset_name)
local ped_coords = GetEntityCoords(PlayerPedId())
local x,y,z = table.unpack(ped_coords + vector3(0.0,5.0,0.0))

    Citizen.InvokeNative(0xF3DE57A46D5585E9,propset_hash) 
     local counter = 1
     while not Citizen.InvokeNative(0x48A88FC684C55FDC,propset_hash) and counter <= 20 do   
       counter = counter + 1
       Citizen.Wait(50)
     end
     if Citizen.InvokeNative(0x48A88FC684C55FDC,propset_hash) then 

       propset_id = Citizen.InvokeNative(0x899C97A1CCE7D483,propset_hash, x,y,z, 0, 60.0, 1200.0, true, false)
		Citizen.InvokeNative(0x9D096A5BD02F953E, propset_id, true)
    Citizen.Wait(50)
	 visible = Citizen.InvokeNative(0x0CE8AAFE9E433A23, propset_id)
	 print("Is Visible", visible)
	 loaded = Citizen.InvokeNative(0xF42DB680A8B2A4D9, propset_hash)
	 print("Is Loaded", loaded)
     end
     Citizen.InvokeNative(0xB1964A83B345B4AB, propset_hash) 
	 print(propset_id)

end)

Thanks for the report. Most likely issue caused by the fact that we don’t parse position for CPropSetSyncTree objects so server removes it for remote players. Will be fixed soon.

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Awesome, thanks for the quick response Disquse!

Should be fixed on canary now . Production push would be done next week most likely.

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