Animation not appearing for clients other than mine

So I have a punching animation that fires whenever the player clicks their mouse. The animation priority is set to Action, and it plays for me without any interruptions. However, when someone looks at me while playing the animation, if I start walking the animation will be interrupted for them and everyone else EXCEPT me. For everyone else the animation is overriden by the walking animation, but for me the animation still runs perfectly fine, with no interruptions.

Here’s the script for the animation, it’s a LocalScript:

while true do
	wait(PunchWaitTables[CurrentPunch])
	if Stunned then
		CurrentPunch = 1
		if AnimTrack.IsPlaying then AnimTrack:Stop(0.2) end
		wait(3)
	end
	if HasPressedButton then
		if not AnimTrack.IsPlaying then 
			AnimTrack:Play(0.2)
			AnimTrack.Priority = Enum.AnimationPriority.Action
			SprintValue.Value = false
		end
		Hum.WalkSpeed = 2
		CurrentPunch = CurrentPunch % 6 + 1
		--CheckHitBox()
	elseif CurrentPunch > 1 then
		CurrentPunch = 1
		if AnimTrack.IsPlaying then AnimTrack:Stop(0.2) wait(.2) AnimTrack.TimePosition = 0 end
		SprintValue.Value = true
		Hum.WalkSpeed = 16
		wait(1.5)
	end
end

This isn’t the full script but that’s the ONLY place where the Animation is played. If you need anymore of the script feel free to ask.

I belive because it’s in a local script, therefore only shows to the player it’s bound to. Try chaning it to a normal script.

Nope, that’s not the case. See this dev hub page about animations:

If an Animator is a descendant of a Humanoid or AnimationController in a Player’s Character then animations started on that Player’s client will be replicated to the server and other clients.

If the Animator is not a descendant of a player character, its animations must be loaded and started on the server to replicate.

The Animator object must be initially created on the server and replicated to clients for animation replication to work at all. If an Animator is created locally, then AnimationTracks loaded with that Animator will not replicate.

Here you said it. If the animator is created locally then Tracks will not replicate.

True. But if the animator is a child of the character, it will replicate.

The animator is a child of the Humanoid, I am not doing any special tricks for animations here. Plus, even if it wasn’t, then it would make no sense for the animations to play at least partially before being interrupted for everyone else

Are you creating the animator locally then?

“If an Animator is created locally, then AnimationTracks loaded with that Animator will not replicate.”

The animator should already be created. So thats not a problem.

I fixed the issue already, I just manually disabled the walking animation while my animation was playing.