A bunch of times when making a filtering enabled game, I run into the scenario where I just need a part or model to appear in both the server and client at the same time. Even more so, I need a part welded to a player in both the server and client.
What would be the best way to handle such replication with a bindableEvent? I've thought of making a function that recreates the base part using the same attributes, but it gets very tedious when dealing with detailed models that need to be put in the workspace.
Is it possible to simply "Clone" across a remote event (passing a part as a parameter and using the "clone" method)?

3 comments
Still on post limit timer, but assuming you know you don't "need" duplicate local parts in most cases, here's my best guess: Either try welding both the local part and the global part to the same object in workspace, or try welding them to one another! That should make them overlap perfectly except in some rare case. For models, I'd go through the typical process of taking a table from :GetChildre
I'm really curious as to what you're using this for, since the context might help me in making a more specific answer
Let's say you have a tool that creates a temporary model right in front of you, welded to you, but the touched event is important (ex - a sword).