Roblox Weld Constraints and Welds having client replication issue

So; basically I model each “Piece” (Head, Torso, Left Arm, Right Arm, Left Leg, Right Leg), set a primary part and then use :SetPrimaryPartCFrame() on a template to put accessories onto a dummy.

So sometimes, it seems like when there are many welds, some parts have an offset like so:

My other models are fine but when it comes to certain ones that seem to use unions or meshes will seems to have an offset.

My setup is welding every part to a core piece, then putting it into a folder (Prewelded). After, when I use my ability, I add 1 weld from the core part to the template’s core part which works fine.

The model is supposed to look like this, The Chest piece and yen icons have an offset (they are unions).

I’ve searched the devforum and was told that I should be using “Welds” over “WeldConstraints” so I tried welds and it had the same results. If you are wondering what happens when I un union the chest piece, the triangles are offsetted. I’ve heard that the further away a weld is “welded” from an origin the worst the offset is but I’ve already prewelded the model.

Does anyone know how to fix this problem?

I’ve looked at the following posts:

EDIT: So after coming across a post about something similar ( It seems to be a replication bug, on the server view everything is positioned correctly.

Anyone have any clues on what I could do?

So, I haven’t received a response regarding the replication bug (probably because I do not have a file with the bug) tomorrow I will try to replicate a bug and hopefully get this fixed. In the mean time, does anyone have any solutions regarding this issue? I’m a little desperate because I was about to release my game for testers soon but this issue occurred. I’ve asked around and no one I know has any clue so far.

It would be awesome if I could get some information regarding this issue.

Edit; I also don’t know how quickly roblox responds to engine bugs