So I have filtering enabled in my game (as the title implies), and I'm not able to return an object that I've modified back to the client without it giving me a nil value. I'll provide you with some sample code..
Server:
script.LoadChar.OnServerInvoke = (function(player,char) local c=char:Clone(); return c; end)
Client:
local char=Workspace.Main.LoadChar:InvokeServer(Game.ReplicatedStorage.Dummy)
Yes, there is a model in ReplicatedStorage named 'Dummy'.