Server Client dysnc (Fixed)

I have a flight script maintained from the client side. When I spam to equip my weapons + triggering my flight script the physics engine stops replicating to Server. The client model freely flew on the client side while the server model layed on the ground and didn’t recieve anymore data. When retriggering the flight script everything returned back to normal. It’s a really wiered glitch

Server View

Client View looking at where the model is at the server

The code responsible for breaking the syncronization. After removing it, spamming didn’t cause any issues anymore

	for _, part in ipairs(self.Character:GetDescendants()) do
		if part:IsA("BasePart") then
			part.Massless = on
		end
	end