Can Welded Parts be manipulated by the Client?

Long story short is I’m trying to animate a model, but the animated part cannot be anchored for it to work which is stupid

So, I’m only anchoring the unanimated base but that leaves the animated part still unanchored


Aaand since I can’t use the NetworkOwnership API on welded parts (i.e. the animated Motor6D) I can’t find if its updating the NetworkOwner nevertheless can I set it manually

My question is are welded parts’ NetworkOwner automatically set to the Server, and is their anyway to verify that?

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That’s the problem, I can’t call that function if its welded to an anchored part (the Chest)

However, through some testing I think that the engine automatically sets the server to be NetworkOwner in this case, so I don’t believe this should be a problem