The basic CTF framework not resetting flag on round end - out of the box, no edits

The main flag script: FlagCaptureZoneServer has a function OnRoundEnd:

function OnRoundEnd()
    ResetFlag()
    SetEnabled(false)
end

but when the round ends, the flag model stays where it was when the round ended and isn't going back where it's supposed to. (although the server thinks it is .. the functionality goes back, but not the model)

Here is the ResetFlag() function:

function ResetFlag()
    if not flagEquipmentInstance then return end

    -- Return back the flag to the zone
    SetEnabled(false)
    flagEquipmentInstance:Unequip()
    flagEquipmentInstance:SetWorldPosition(COMPONENT_ROOT:GetWorldPosition() + SPAWN_OFFSET)
    flagEquipmentInstance:SetWorldRotation(Rotation.New())

    -- Reset networking properties
    script:SetNetworkedCustomProperty("IsInZone", true)
    script:SetNetworkedCustomProperty("IsFlagCarried", false)
    script:SetNetworkedCustomProperty("FlagCarryingTeam", 0)

    -- Enable back the flag if not hidden
    if not HIDE_FLAG then
        Task.Wait(TRIGGER_DELAY)
        SetEnabled(true)
    end
end

and SetEnabled():

function SetEnabled(trigger)
    local currentEnabledState = script:GetCustomProperty("IsEnabled")

    if trigger then
        script:SetNetworkedCustomProperty("IsEnabled", true)
        flagEquipmentInstance.visibility = Visibility.INHERIT
        flagEquipmentInstance.collision = Collision.INHERIT
    else
        script:SetNetworkedCustomProperty("IsEnabled", false)
        flagEquipmentInstance.visibility = Visibility.FORCE_OFF
        flagEquipmentInstance.collision = Collision.FORCE_OFF
    end

    -- Broadcasting flag enabled state
    Events.Broadcast("FlagEnabledStateChanged", flagEquipmentInstance.id, currentEnabledState, trigger)
end

Does anyone know a fix for this?

This is from the standard ctf framework that Core offers to use for your game when you start your game creation.