Animation Priorities set in Local Scripts are no longer being replicated

When the Priority property of an AnimationTrack is set using a Local Script, it does not get replicated when the animation plays, and it uses the Priority from the animation asset instead.

In this clip, both the “Idle” and “Fly” priorities are set to “Action” in the asset, but in the game, there is a Local Script that changes “Idle”'s priority to Enum.AnimationPriority.Idle, so the idle animation does not interfere with the fly animation. Now, both of the animations have the Enum.AnimationPriority.Action priority, making them interfere with each other.

This was first discovered on August 6th.

Expected behavior

I expect the priority set by the Local Script to be replicated. This used to be possible.

Hi, thanks for posting! Can you please provide a repro with detailed instructions on how to reproduce the issue you’re seeing? Please see here for a guide on posting bug reports.

@ShinyGriffin We’re closing this issue for now. If it’s still a problem please create a new report with repro file. Thanks.

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