How can I properly utilize :SetNetworkOwner() with welded parts?

Not sure, but it might be worth a try testing out.

Could you do some research while I am trying out the stuff in studio?

I’m afraid that I don’t have access to my computer right now, so that won’t be possible for me.

Long term short: Nothing worked and i just kept it as it is.

All the way to July 2021 and I have the same issue, when a player’s character is temporarily removed from its own network ownership, another player can still enter a special cutscene with them, where they are welded together.
No parts are anchored, yet the output prints an error saying anchored parts cannot be assigned.

This is more of an engine bug to me.

Welding is pretty finicky as seen through this thread.

An alternative is to just use AlignPosition to avoid “physics sharing” and network ownership issues like here.

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