Wierd flickering when cloning bone mesh

I’m creating a creature and I need to make an outline for that creature every few seconds. When I created the outline though, it does this weird flickering thing on the mesh that’s cloned; what’s weirder is that it only happens locally and isn’t visible on the server.
https://gyazo.com/27e3826bccefb57a1ef2819d00fa973e

I’m not sure if this problem is caused by an engine bug or my code, but regardless here is a section of the code that handles outlining the creature.

function Creature:createEcho()
	local replicateTable = {}
	
	local echoOutline = bodyOutline:Clone()
	local bones = echoOutline:GetDescendants()
	for i, v in pairs(self.body:GetDescendants()) do
		bones[i].WorldCFrame = v.WorldCFrame
	end
	table.insert(replicateTable, echoOutline)
	
	for _, v in pairs(self.limbs) do
		if v.val == "FR" or v.val == "FL" then
			echoOutline = frontLegOutline:Clone()
		elseif v.val == "BR" or v.val == "BL" then
			echoOutline = backLegOutline:Clone()
		else
			warn("Couldn't create an echo because val wasn't set!")
			return
		end
		bones = echoOutline:GetDescendants()
		for i, k in pairs(v.leg:GetDescendants()) do
			bones[i].WorldCFrame = k.WorldCFrame
		end
		table.insert(replicateTable, echoOutline)
	end
	
	for _, v in pairs(replicateTable) do
		v.Parent = workspace
		TS:Create(v, echoFadeInfo, {Transparency = 1}):Play()
		Debris:AddItem(v, ECHO_TIME)
	end
end

I’ve tried searching the devfourm for mesh flickering and suspect it may be a bug, but I haven’t seen any examples as bad as this which leads me to believe I may be doing something wrong.

Does anyone have any theories on why this is happening?

Honestly, I can only guess for when you say that it only happens on the client side, I would suggest that maybe because of your high-memory “intake” from the cloning and the tweening transparency, as well as getting the CFrame of the creature in the world space, and lastly adding these object to multiple tables and what ever “Debris” is at last – (I would assume it is a module script – honestly idk), all these actions are rendered to the client (the transparency 0 to 1 part probably is the worst memory “Leak”), lagging up the rendering of the client!

– also I cannot see your echoFadeInfo – the tweeninfo.New() so I don’t know the speed that your tween is

– that is my only theory that I can come up with – lag/ memory leaks so yeah