Would I have to take network ownership of a player's character for a knockback system?

That’s all. I understand that the client has ownership over their character, but does this necessarily mean that changes made on the server to the player’s character won’t replicate?

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You can just add a temporary force to the player character. This can be applied server side.

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Oh, like a LinearForce I imagine. I was just doing :ApplyImpulse() on the player’s HRP.

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