BallSocketConstraint between two characters gets glitichy if one character is a clone

Currently I have a system that connects two characters together by using a BallSocketConstraint, with the primary character being the one who moves and controls the 2ndary character, and the secondary character which has PlatformStand = true. This method works and the primary character is able to move around without any issues.

However, if I were to clone the 2ndary character and teleport the actual 2ndary character away so that the primary character is actually connected to the 2ndary’s clone, the BallSocketConstraint makes it so the primary character is unable to turn directions unless you force CFrame it. However, the 2ndary clone is not rigid at all. I am so confused, and the primary character can turn in any direction as needed as soon as I disable the BallSocketConstraint. It reminds me of glitchy rope constraints. Is this an engine bug or is there something wrong here? Also I make sure NetworkOwnership is always set to the primary player.

Nevermind, I got it to work by making the HumanoidRootPart’s massless value equal to true. I really hate how glitchy the new constraints can be on player characters. Hope they fix stuff like this soon especially rope constraint based tools.