Animation not playing when all steps are met

I’ve been working on this sword system, and for some reason the lunge animation is simply not playing. I don’t know why, it just seems to not work. I’ve attempted to see if i’m even calling the remote event for it, low and behold it is. I’m super confused, so please help me out.

Local Script

--This is all that needs to be seen, also I do know that the event is firing, put this in just in case tho.
	if inpObj.KeyCode == Enum.KeyCode.R then
		if lungeCooldown == true then return end
		lunge:FireServer()
		lungeCooldown = true
		task.wait(5)
		lungeCooldown = false
	end

Serverside

script.Parent.LungeAttack.OnServerEvent:Connect(function(plr)
	local character = plr.Character
	local humanoid = character:FindFirstChild("Humanoid")
	local animator = humanoid:FindFirstChild("Animator")
	local hrp = character:FindFirstChild("HumanoidRootPart")

	local track = animator:LoadAnimation(script.Parent.LungeAnim)
	track:Play()

	local attacking = false

	task.wait(1)
	attacking = true
	script.Parent.lungeSound:Play()

	local hitbox = Instance.new("Part")
	hitbox.Parent = workspace
	hitbox.Anchored = false
	hitbox.Massless = true
	hitbox.CanCollide = false
	hitbox.Size = Vector3.new(6, 6, 7)
	hitbox.CFrame = hrp.CFrame * CFrame.new(0, 0, -5.5)

	local weld = Instance.new("WeldConstraint")
	weld.Parent = hitbox
	weld.Part0 = hrp
	weld.Part1 = hitbox

	for i, v in pairs(workspace:GetPartsInPart(hitbox)) do
		if v == plr then continue end
		if v:IsA("Humanoid") then
			if v.Parent:FindFirstChild("Sword").IsParrying.Value == true then return end
			humanoid:TakeDamage(20)
		end
	end
	task.wait(0.1)
	hitbox:Destroy()
	task.wait(0.6)
	attacking = false
end)

One more thing is that I know this animation exists and the ID is correct, as i’ve animated it and troubleshooted as much as possible, i’m simply stunned as to what this could be.

Character animations are typically meant to be run on the client

I might be wrong, but play the animation Locally/Client sided, it’ll play server sided for all.