Seeing as how a lot of other people seem to have started paying attention to this only now, instead of in Phase 1 which was a full year ago, honestly confuses me, and I hate to be that guy, but I’m kind of surprised barely anybody appears to try to use different priorities for their animations. I know there’s only 4 priorities (now 7 or 8 with the new band-aid priorities to help with migration), but I never had a reason to rely on the old behaviour because I could use different priorities, use manual blending with :AdjustWeight, or, just one line above :Stop the old animation, kinda like the old behaviour did. Maybe this didn’t affect me as much because I don’t have that many animations in my games that play at once, only like, 2 - 5, +4 or 8 when I add blended walking animations.
I am going to say this: the old behaviour, kind of weird in retrospect. Overriding an animation entirely because another has the exact same priority and weight, just because of the order of :Play calls? This was going to get fixed eventually.
Anyway, I hope whoever is having issues sort out them out. Maybe there’s some elegant solution for developers to implement that fixes the problems that come with this change and lets me implement blended walk animations in my game, because apparently this fix was supposed to help with that.