First of all, I didn’t really add anything special. Instance location, parent and HumanoidRootPart… I still think you deserve credit, because you were the first who actually provided code. Yet, at the end of the day, it’s not really important, seeing the problem is solved (this can now be used in any way we can think of, as a tool, part can be also activated using UserInputService etc.).
Good luck with your projects @PatitoCeb and @RVTGAMERGg !
May I know why you didn’t use manual welds instead?
Do you mean Welds? Because WeldConstraints are (as the Roblox Dev Hub currently says) the newer alternative to classical Welds. They were used by @PatitoCeb before me and are actually useful, because they don’t have C0 and C1 offset properties, which is an advantage, but also a disadvantage sometimes, depending on the needs of course.
Actually, you can make a part that replicates (as long as it’s not anchored) by giving the client network ownership.
Yes, I think I mentioned that, but thanks for pointing it out. That needs to be done with special care, because unanchored parts in client’s network ownership are often subjects to exploits. Giving the client network ownership over a part also means giving him/her the power to simulate its physics.