Animation only plays on one client, the NetworkOwner

https://gyazo.com/a727380fc71237c2c912099f7b9ff08e -server

https://gyazo.com/c6fd211bdc951a1a4d9291dfb5f64a9e -client

The animation only plays on the client that has an attachment attaching to the character, and doesn’t play on the server or for any other players.

I have tried:
-manually playing the animation on a different client via localscript, and :FireAllClients with a RemoteEvent
-playing the animation on the server(this includes the animationcontroller, animator, and animation object all being created on the server)
-adding waits before everything is initalized, to make sure FIlteringEnabled isn’t messing anything up

What currently lets the AnimationTrack play is manually setting the NetworkOwner to nil. However, this is not an option for me, as it needs its NetworkOwner to be the player who summoned the hand, for smoothness purposes.
My goal is to get the AnimationTrack to replicate across multiple clients.
And also, i have previously tried setting the AlignPosition to OneAttachment, however as stated, it results in having delayed movements.
Edit: I believe it is a bug.
As stated in the documentation: “When called on Animators within models that the client has network ownership of, ie. the local player’s character or from BasePart:SetNetworkOwner(), this function also loads the animation for the server as well.” if the player has network ownership of the model, they should control said model’s animations on the server aswell. However, this is not the case.

Using FireAllClients as you said you tried is the best solution. I’m not sure why it didn’t work for you but I’d assume a mistake was missed somewhere.