So with FE, the standard procedure I've seen a lot of models do is to simply let the server handle everything and wait for replication back onto the client.
So suppose you've got a sword tool compliant with FE. The first free model I grabbed followed the procedure of
Tell the server you want to use the sword
The sword slashes on the server
The action is copied onto the client.
This of course has one big downside, as the client does not get immediate feedback to the action he performed. That is, if he clicked, he would not see the slash right away, but after the server copied the action back onto the client. Note that this is not an instantaneous process.
The way this would be solved is to have the client play the animations of moving the sword while the server performs the damage. Since the client has control of the handle and the character, all actions performed with motion will automatically copy onto the server.
What I'm asking, is how could I apply this to the creation of new Parts? For example, when you create a part on the client, it's a local part. i.e: the server doesn't see it at all.
You of course could have the server create it and wait for replication, but you still have to wait for the replication to be performed, as stated earlier.
You could create a copy on both the client and the server, but the server copy will go back to the client and suddenly the client will have 2 copies.
Any reccomendations would be helpful

2 comments
Create the copy on the client, fire the event on the server, detect when the server version of the part is added from the client and then delete it from the client.
But won't there still be an instant on the client where there are 2 of the same object?