Ball flings into the air with BodyForce when cloned and parented to workspace

I’ve encountered an issue while making a ball spawner tool that basically sends a message to the server, server places the ball in workspace and at the position the mouse was at, and finishes. The issue is that the ball goes right into the sky, going up at an infinite rate. I believe this is the fault of the BodyForce, and something wrong with the values after being cloned and being parented to workspace. However, when I just put a normal ball in workspace (without the cloning, same BodyForce/BodyGyro) it doesn’t fling up into the air and stays stationary, like the intended purpose is. Does anyone know whats wrong?

local ServerStorage = game:GetService("ServerStorage")
local RE = game:GetService("ReplicatedStorage")
local remote = RE:WaitForChild("SpawnBall")

local function spawner(player, pos)
	for i, v in pairs(workspace:GetChildren()) do
		if v.Name == "Ball" then
			v:Destroy()
		end
	end
	local ball = game.ServerStorage.Balls.Ball:Clone()
	ball.Parent = game.Workspace
	ball.Position = pos
	ball.Mesh.Position = pos
end
remote.OnServerEvent:Connect(spawner)

https://i.gyazo.com/0adcb93908b672528eb8dc43125f0480.png
https://i.gyazo.com/067781b2a58cf67e06e7cee784b572ac.mp4

EDIT: I’ve done some investigating, and deleting the mesh causes zero problems. Does this have something to do with the weld?

1 Like

the ball is being placed inside the ground, so naturally it wants to go up, away from collision

Isn’t a valid answer. It’s made to be perfectly placed onto the ground. I’ve even tried adding one extra stud on the Y scale to prevent it from clipping.

Can I assume then that this may be potentially a game engine bug?