AdjustSpeed() not correctly replicating to other clients

Hmmm, without knowing more of the specifics about how everything is set up, I’m not super sure then. Based on everything I’ve read, whether it’s from the Roblox Creator Documentation site or other Developer Forum posts, it appears as if the Animator object should prevent that issue from happening.

I also went into Roblox Studio and created a modified version of the second sample codeblock provided for the AnimationTrack:AdjustSpeed() method to closely resemble the setup shown in the codeblock you posted and I haven’t been able to replicate that issue when using the Animator object.

Example codeblock

local ContentProvider = game:GetService("ContentProvider")
local Players = game:GetService("Players")

local player = Players.LocalPlayer
local Character = player.Character or player.CharacterAdded:Wait()
local Humanoid = Character:WaitForChild("Humanoid")
local Animator = Humanoid:WaitForChild("Animator")
local animation = Instance.new("Animation")
animation.Name = "TESTING!"
animation.Parent = Humanoid -- I tested it with or without parenting the Animation and it did not affect the results
animation.AnimationId = "rbxassetid://507770453"

ContentProvider:PreloadAsync({ animation })

local animationTrack = Animator:LoadAnimation(animation)

---

local Tool = script.Parent
Tool.Equipped:Connect(function()
	animationTrack:Play()
	
	local connection
	connection = animationTrack.KeyframeReached:Connect(function(name)
		if name == "End" then
			print(animationTrack.Speed)
			
			animationTrack:AdjustSpeed(0)
			
			warn(animationTrack.Speed)
			
			print("The AnimationTrack has been paused")
			connection:Disconnect()
		end
	end)
	
end)

Images of results

Example 1


Example 2