There are two different behaviors: When there are no elements in the TargetObjects list the WeldJoint BodyType is unchanged if the CustomID changes, instead when there is even just one element and we set a new CustomID the tile will fall.
Here the example
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WeldJoint becomes dynamic when CustomID is changed
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- JakSparro98
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- Gurt
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It's actually working by-designed. ConvertTileType against WeldJoints is not supported as the WeldJoint will always override the BodyType.
WeldJoints with less than 2 connected bodies will not activate and therefor remain dynamic - why they don't fall down upon start of the map is another bug - which they do after CustomID is changed.
After looking into this we're doing some changes. WeldJoints will remaing static until connected to two or more bodies. This will make them work more as expected.
WeldJoints with less than 2 connected bodies will not activate and therefor remain dynamic - why they don't fall down upon start of the map is another bug - which they do after CustomID is changed.
After looking into this we're doing some changes. WeldJoints will remaing static until connected to two or more bodies. This will make them work more as expected.
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Gurt
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