Client changes are not replicating/showing on the server, despite being given Network Ownership

I’m making a Formula One car chassis, it handles driving on the client through a ModuleScript, but prior to the initialization (init()) of the ModuleScript, the player is given Network Ownership of the seat on a server-sided ModuleScript.

The issue is that the things the client does do not replicate to the server, despite the client being granted network ownership of the car seat.

I have tried to:
a) Set vehicle parent to character.
b) Give the player net. ownership of each part.

Explorer:

Explanation (chronological):
Main (Script): initializes the Server (ModuleScript).

Server (ModuleScript): waits for a VehicleSeat occupant (Seat.Changed), then gives network ownership of the vehicleseat to the player.

SeatControl (LocalScript): waits for the Humanoid to sit, if the player is in a VehicleSeat then the LocalScript initializes VControl with the VehicleSeat as a parameter. (Humanoid:GetPropertyChangedSignal("SeatPart"):Connect(function())

VControl (ModuleScript): only starts working 2 seconds after the player entered the seat, this is a rough estimate for the network ownership, then starts changing the AngularVelocity on CylindricalConstraints based on player input.

CLIENT
image
SERVER

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Solved:

The local script was also responsible for steering the wheel, however this did not use any constraints and simply set .Orientation, removing this one line fixed all the replication issues.

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I’m making a Formula One game, and it’s a pretty big project, I would be interested in using your car in my game, I’m reaching out here because I don’t enjoy the idea of stealing assets, feel free to contact me on Discord and I can show you some of my works YeeYeeJuiceMan#0323