Disabling/Enabling Motor6Ds serversided doesn't seem to work

Hi, so I am creating a ragdoll system mechanic using BallSocketConstraints, the disabling/enabling of Motor6Ds, AND using humanoid:ChangeState(Enum.HumanoidStateType.Physics) to simulate the ragdoll. However, I have used a ModuleScript (called from a LocalScript) to organize the functions more easily. For some reason, when the ragdoll plays, it is only seen by the player and not other players. I know it’s being called from a LocalScript, but it didn’t seem to work. There are no prints in the RemoteEvent or errors either. Here are my scripts (labelled):

ModuleScript:
local FallMechanic = {}

local RagdollEvent = script.RagdollEvent

function FallMechanic.FallDamage(player, character, humanoid)
	local LeftLeg = character:WaitForChild("Left Leg")

	local VelocityNumber = LeftLeg.Velocity.Y
	VelocityNumber = math.abs(VelocityNumber)
	VelocityNumber = math.floor(VelocityNumber)
	
	print(VelocityNumber)

	if VelocityNumber > 80 then
		
		local DamageTaken = VelocityNumber / 5
		DamageTaken = math.floor(DamageTaken)
		
		if VelocityNumber > 120 then
			DamageTaken = VelocityNumber / 4
			DamageTaken = math.floor(DamageTaken)
		end
		
		if DamageTaken > 15 then
			local WaitingTime = DamageTaken * 0.1

			if humanoid.Health > 5 then
				humanoid.Health = math.clamp(humanoid.Health - DamageTaken, 5, 100)

				if humanoid.Health ~= 5 then
					RagdollEvent:FireServer(character, humanoid, false)
					
					wait(WaitingTime)
					
					RagdollEvent:FireServer(character, humanoid, true)
				end
			end
			
		elseif DamageTaken < 15 and DamageTaken > 13 then
			humanoid.Health = math.clamp(humanoid.Health - DamageTaken, 5, 100)
		end
	end
end

LocalScript that is calling the ModuleScript:
local player = game.Players.LocalPlayer
local character = player.Character or player.CharacterAdded:Wait()
local humanoid = character:WaitForChild(“Humanoid”)

local FallMechanic = require(game.ReplicatedStorage.FallMechanic)

humanoid.StateChanged:Connect(function(oldState, newState)
       if newState == Enum.HumanoidStateType.Landed then
           FallMechanic.FallDamage(player, character, humanoid)
       end
   end)

RemoteEvent I have been using to make the ragdoll able to be seen by other players:
local RemoteEvent = game.ReplicatedStorage.FallMechanic.RagdollEvent

RemoteEvent.OnServerEvent:Connect(function(character, humanoid, getUp)
	if getUp == false then
		for i, v in pairs(character:GetDescendants()) do
			if v:IsA("Motor6D") then
				v.Enabled = false
			end
		end
		
		humanoid:ChangeState(Enum.HumanoidStateType.Physics)
	elseif getUp == true then
		for i, v in pairs(character:GetDescendants()) do
			if v:IsA("Motor6D") then
				v.Enabled = true
			end
		end
		humanoid:ChangeState(Enum.HumanoidStateType.GettingUp)
	end
end)