In a game I’m working on, an issue suddenly appeared where animations uploaded as looped no longer allow the code to set their Looped property to false. It used to work fine, but now about half the game’s animations stay looped because the code’s override doesn’t seem to apply.
Not sure what caused this or if anyone else is experiencing something similar, animations that were uploaded as not looped haven’t had any changes.
Had an issue similar to this when working w/ emotes for a game. I believe it was some sort of security thing so maybe the scenario I encountered was different… Have you tested if it’s actually replication issues by chance? Ours came down to something like that and I believe it was either the Server not being able to set looped to false or the client. You can also try checking if the animation is loaded via AnimationTrack.Length > 0 before setting looped to false. Hope this helps in any way, good luck! 