Humanoid HipHeight messed up with anchor/unanchor and SetNetworkOwner

  1. What do you want to achieve? I want to prevent my NPC models from falling down when they get client network ownership.
  2. What is the issue?
    Each time I unanchor an NPC model and set it to client network ownership, it falls down for a couple of seconds before returning to its original position (using HipHeight calculation).
  3. What solutions have you tried so far?
    I didn’t find any related topics about this issue. I tried to unanchor them with some delay after setting the network owner, but it didn’t work.

Im trying to understand why the NPC falls down when I unanchored the PrimaryPart and change the network owner to client.

Here is a video of the issue. I simplified it in a new project: In this video, the part that falls down is the NPC.

Code:

task.wait(5)
-- Just getting my player.
local myPlayer
for _,player in game.Players:GetPlayers() do
	myPlayer = player
end

-- Set NPC to server nerwork owner and anchor him.
local MobModel = game.Workspace.MobModel
MobModel.PrimaryPart:SetNetworkOwner(nil)
MobModel.PrimaryPart.Anchored = true

task.wait(5)

-- Set NPC to client nerwork owner and unanchor him.
warn("SET MOB TO CLIENT NETWORKOWNER")
MobModel.PrimaryPart.Anchored = false
MobModel.PrimaryPart:SetNetworkOwner(myPlayer)