Network ownership and client-sided ragdolls messing up

For my game, I want to make it so that ragdolls (which are considered the enemies of the game, they’re always ragdolled and they walk around and fight players) are rendered and put on the client-side instead of the server-side for optimization. When I tried approaching this however, I ran into a problem.

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Each ragdoll has a normal Motor6D set up like a normal rig. What I wanted to do though was that when your client gets close to it, it’ll enable the BallSockets and disable the Motors. This worked for the most part with some jank, but when multiple players come into play, this is where it messes up.

The ragdoll will start bugging out like crazy when there is conflicting network ownership. I can’t seem to find a fix or anything.
Can somebody help?

Given how it was floating is PlatformStand enabled?

Late response, but no, PlatformStand is not enabled on any of the ragdolls.

Enable it when the ragdoll happens and see if it solves the problem