Particle emitter is "frozen", doesn't follow character

I’m making an effect with particle emitters but I ran into a problem:

As you can see when I turn only the particles in both hands follow, none other. I tried using LockedToPart, and messing with almost every property but I can’t seem to fix it. I also tried to use a different particle but same thing. To freeze the character but still allow turning I use a BodyVelocity, if that matters.

However, it does follow when I go into shift lock. Is this in engine bug or am I doing something wrong?

edit: I also am doing this on the client but I also tried it on the server, same effect.

Script:

for i, part in pairs(character:GetChildren()) do
		if part:IsA("BasePart") and part.Name ~= "HumanoidRootPart" then
			local aura = Effects.General.Aura:Clone()
			aura.Color = ColorSequence.new{
				ColorSequenceKeypoint.new(0, color1),
				ColorSequenceKeypoint.new(1, color1)
			}
			aura.Parent = part
		end
	end
	

It’s a property called LockedToPart for particleemitters. It follows your player no matter where you move.

Tried doing that already charrr

Perhaps your particleemitter has drag? Try checking if you added drag to it, that could be why it isn’t following instantly.

Tried messing with that too but wasn’t the problem.

That’s super weird you’re gonna need to provide some more information on how you’re doing things. Because LockedToPart is the way to go.

I tried to list as much as I can but here are the properties

Try enabling LockedToPart when you clone the auras. I don’t know if that will fix it, but it’s worth a shot.

Good idea but still no luck char

Have you found any fix yet for this?