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1
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Public
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Created
Apr 12, 2026
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4Experimental Version
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Description
Vanilla MP Game:
When an Anti-Personnel Mine is set, it appears to all current players without a ring once the setting animation has finished. However, if a player leaves the server and rejoins while the mine is still in the same location and set, that player will see the ring on the set mine again upon rejoining the server, rather than it remaining hidden from the player.
This has been occurring for several game versions, including 1.6 and the experimental 1.7 .
Modding Enfusion Tools 1.6 (current) and 1.7 (experimental):
Anti-Vehicle (AT) mines: when you try to use a duplicate of the TM62M template to create your own mine and want to make it activatable by the player by adding the SCR_AntiPersonnelMineCollisionHandlerComponent property, it completely ignores this and remains activatable only by vehicles when it also has the SCR_PressureTriggerComponent set to 5 weight, whereas my expected result is that the mine can be activated by both players and vehicles.
And why do this instead of duplicating an animation graphic from an AP mine like PMN4?
Because in this case, the SCR_AntiPersonnelMineCollisionHandlerComponent does work if i add a duplicated animation clip from PMN4, edit it myself, and add it to the .et file i’m configuring, it seems to work.
But if I use a duplicated animation clip from TM62M, edit it again and add it to the same .et file, the SCR_AntiPersonnelMineCollisionHandlerComponent function stops working and can only be triggered by vehicles again.
The animation graph or the underlying code in the base game is affecting this; another example is the issue with showing or hiding the object's mesh.
If i use a TM62M animation graph and add events to hide/show the mesh, it works without any issues and when the player leaves and rejoins the server, the mesh remains in the same state as before. However, when you use the animation graph from an AP PMN4 mine and use this hide/show mesh function, it works without issues for players currently on the server.
But if a player who was present and saw the mesh hidden leaves the server and reconnects, that player sees the mesh reappear instead of remaining hidden for them. This happens to all players who connect after this has occurred, or if someone who was present at that time reconnects.
Everything in this report applies to version 1.6 of the base game, version 1.7 (experimental) and Enfusion Tools.
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Issue Key
State
Access
Public
Project
Creator
Created
Apr 12, 2026
Views
4