Animation has high chances of not playing when walking

I made a animation and I used the default roblox animator.
image

When I test the walking animation it almost never plays. Somtimes it does. but most of the time it wont work

robloxapp-20230918-1033536.wmv (3.2 MB)

I tried making my own animator but I have no idea how to make a animator

I feel like its because of this pathfinding script:

local StartDist = 40
local Pfs = game:GetService("PathfindingService")
local Plrs = game:GetService("Players")
local RS = game:GetService("RunService")
local Waiet = false
local o = false
Path = Pfs:CreatePath({
	AgentHeight = 5.5;
	AgentRadius = 3;
	AgentCanJump = true;
	
	Costs = {
		Water = 100;
		DangerZone = math.huge
	}
})

local Char = script.Parent
local Hum = Char:WaitForChild("Humanoid")

local waypoints
local NextWaypointIndex
local ReachedConnetion
local BlockedConnection

local function FindTarget()
	local maxDistence = 80
	local nearestTarget
	
	for index, player in pairs(Plrs:GetPlayers()) do
		if player.Character then
			local target = player.Character
			local distance = (Char.HumanoidRootPart.Position - player.Character.HumanoidRootPart.Position).Magnitude
			if distance < StartDist and o == false then
				o = true
				script.Parent.StopIdle:Fire()
				Char.Humanoid.WalkSpeed = 14
			end
			if distance < maxDistence then
				nearestTarget = target
				maxDistence = distance
			end
			if distance < 5 then
				nearestTarget.Humanoid:TakeDamage(25)
			end
		end
	end
	return nearestTarget
end

local function FollowPath(destination)
	local success, errormessage = pcall(function()
		Path:ComputeAsync(Char.PrimaryPart.Position, destination)
	end)
	
	if success and Path.Status == Enum.PathStatus.Success then
		waypoints = Path:GetWaypoints()
		
		BlockedConnection = Path.Blocked:Connect(function(blockedWaypointIndex)
			if blockedWaypointIndex >= NextWaypointIndex then
				BlockedConnection:Disconnect()
				FollowPath(destination)
			end
		end)
		
		if not ReachedConnetion then
			ReachedConnetion = Hum.MoveToFinished:Connect(function(reached)
				if reached and NextWaypointIndex < #waypoints then
					NextWaypointIndex += 1
					Hum:MoveTo(waypoints[NextWaypointIndex].Position)
				else
					ReachedConnetion:Disconnect()
					BlockedConnection:Disconnect()
				end
			end)
		end
		
		NextWaypointIndex = 2
		Hum:MoveTo(waypoints[NextWaypointIndex].Position)
	end
end

while wait() do
	local Target = FindTarget()
	if Target then
		FollowPath(Target.HumanoidRootPart.Position)
	end
end

what should I fix?
(Yes the animation proirity is movement)

try and change the anim priority to Action2-3?

this is your best bet, but also check if there are any other animations playing (humanoid:GetPlayingAnimations()) ← forgot the exact syntax

I changed it to action2-3 and dident work
This is the output for humanoid:GetPlayingAnimationTracks():
image