Destroy Thruster doesn't appear to work anymore

Describe the bug:
Calling DestroyThruster does not destroy thrusters anymore. AutoDestroy still works though.

How do you cause this bug?

  1. Drop a mesh into the world - use something pretty big so its easy to interact with.

  2. Set Physicsenabled on the mesh

  3. Override mass and set the mass to 1

  4. Create a script on the mesh called thrusterTest and use this code:

local ThrusterTest = {}

-- Script properties are defined here
ThrusterTest.Properties = {
	-- Example property
	--{name = "health", type = "number", tooltip = "Current health", default = 100},

--This function is called on the server when this entity is created
function ThrusterTest:Init()
	self.thruster = self:GetEntity():CreateThruster()

function ThrusterTest:OnInteract()
       print(self.thruster, "<---This should be nil, but it is not")
       print("Mesh still floating away. :( ")

return ThrusterTest
  1. Start the preview, the mesh will begin to float away. Run up to it and interact - it should drop to the ground but it does not.

Screenshots / video of bug:

Which platform: PC / Stadia

Which input: Controller / keyboard + mouse

Your Crayta username:

Game seen in (including “Hub” or “Editor for XYZ”):

How regularly do you see this? (E.g. 2/3 times - please try 3 times if possible):

Time + date seen:
December 9th 2022

Version number (found in Help tab in Settings):

(PC only) hardware specs (upload dxdiag file if possible - Open and run DxDiag.exe - Microsoft Support):

The more information you provide, the more likely it is that this bug can be fixed quickly! Also, if this was discussed in Discord / Reddit / elsewhere, it might help to include a screenshot of that discussion!

Hey there @Dry_Coast !

This was slightly entertaining to test on my side lol
I was definitely able to repro your issue on my side, so I have gone ahead and opened up a ticket for you. Our internal team will investigate this issue further.

Thanks again for bringing this to our attention :sunny:

1 Like

SetAutoDestroy(0) seems to work as a workaround.