Input delay when welding two players together

Hello, I’m making a fighting game which has a carrying feature once the player reaches a certain amount of health.

Basically when you press V close to a dead player you’ll be able to carry them on your shoulders but I’m facing an issue, whenever I create the weld to weld the dead guy onto the character, the guy carrying has massive input delay and I’m assuming thats due to the networkownership being messed up, I’ve tried setting the dead guy’s networkownership to the player but the input delay still persists has anyone found a solution to this issue?

Code:

        --- Carry Weld
		local weld = Instance.new("Motor6D")
		weld.Name = "CarryWeld"
		weld.Part0 = player.Character.HumanoidRootPart
		weld.Part1 = vcharacter.HumanoidRootPart
		weld.C1 = CFrame.new(Vector3.new(1.5,-1.2,0))
		weld.Parent = player.Character.HumanoidRootPart

		local ro, rc= player.Character.HumanoidRootPart,vcharacter.HumanoidRootPart
		vcharacter.Humanoid:ChangeState(Enum.HumanoidStateType.GettingUp)
		vcharacter.Humanoid.PlatformStand = true

        --- FFC = FindFirstChild
		if FFC(vcharacter, "Ragdolled") then
			FFC(vcharacter, "Ragdolled"):Destroy()
			Ragdoll:UnRagdoll(vcharacter, player)
			--Ragdoll.Ragdoll(vcharacter,false,player)
		end

		for i,v in pairs(vcharacter:GetDescendants()) do
			if v:IsA("BasePart") then
				v.CollisionGroup = "Carried"
				v:SetNetworkOwner(player)
			end
		end

		for _,v in pairs(GetDescendants(vcharacter)) do
			if v:IsA("BasePart") then
				v.Massless = true
			end
		end

Unsure if the HumanoidRootPart is in the collision group but if it isn’t that’d cause the network ownership issues.

// I’m fairly certain you have to assign the HumanoidRootPart for it to not desync the target client

Basically, Either add the HumanoidRootPart to the collision group or alternatively just assign the network ownership after the getdecendants in the character.

The issue could also be that both player’s network ownerships are being set the the server (nil). Try re-setting the network owner of both players to the player that is doing the dragging