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)