Animation priority incorrect on the client

When starting a play session of my game, in almost 100% cases, the animation priority of NPC characters are incorrect on the client, but correct on the server, leading to strange animation results. The animations are played from a server-sided script.

In the video below, I first print the animations priority of the character on the server, which show Idle for the ToolNoneAnim, and Core for the IdleAnim, as expected. Then, I print the animations priority of the character on the client, which show Action for both animations, which is not expected. I do not manipulate the animation priorities at run-time. I then respawn the character, and print the animation priorities on both client and server and they return the same result, as expected. Nevertheless, I noticed there is still a small chance the issue occurs when the character respawns, not just when the game starts for the first time.


The order of the events are as follows:

  • The character is spawned
  • The AnimationId is set
  • The Animation is loaded into the Animator
  • The AnimationTrack is played

I have not been able to reproduce the issue on an empty baseplate, neither in a place file that only uses my character system, so the problem might be caused by something else, perhaps the animations not having loaded yet on the client, or my game taking very long to load having an impact ?

Expected behavior

I expect the animation priority to be the same on the client and the server.