My game has custom replication set up (clients send their positions to server constantly and server tells every other client their position and replicates it)
On every other client its simply setting the hrp.CFrame for every entity. This seems to break my ragdoll while also giving it a very weird behaviour.
The HRP/Torso is replicating just fine, and the replication is in full effect. For some odd reason, the limbs magically just lock in place and do not follow the torso. Weirdly enough, if i just comment out the part of my replication setting the CFrame of the HRP, aka disable the replication, the ragdoll works perfectly fine.
Whats even weirder, like I show in the clip, if I walk near the limbs, they will start weirdly flying towards the torso/hrp. Debugging in studio reveals that the network owner is RED aka in buffer mode while the limbs are flying back to the torso.
My ragdoll is a normal ragdoll using ballsocketconstraints, disabling motor6d and collider parts.
This issue persists for all ballsocketconstraint welds, where it wont properly replicate the ballsocket if my replication is enabled.
Expected behavior
BallSocketConstraint replicates correctly