AnimationTrack.Looped Does Not Replicate

I think at this point we just accept that Looped does not replicate

Hey mate, any luck yet? Still having the issues.

9 Likes

bro when will this thing be live? it has been months now :face_exhaling: :sob:

2 Likes

Thanks for your feedback and years of patience!
The Looped Property of AnimationTrack should now replicate!
Feel free to give it a try, and let us know if you encounter any unexpected behavior.

10 Likes

I’m still experiencing this problem. I’m Playing an AnimationTrack on the client, which is a short animation that is looped. When played, the server and other clients will see the animation play once with the defined weight. However, while the client playing the animation will see the animation loop, the server and other clients will not.

1 Like

Still does not work.

I setup a simple studio place where I created an animation that in the editor has looped set to true.

I then played in a server script the animation on my character, setting the animation track’s looped to false (I tried setting it both before calling :Play() and after).

The animation does not loop on server but on client is looping despite having set loop to false.

There are still replication issues when playing animation tracks on the server, though also found a few workarounds to hopefully help with debugging this bug internally. This was tested on an empty baseplate.

The animation was a non-looped animation, and I attempted to set the Looped property of the animation track through a server-side script. The animation loops properly on the server, but without workarounds will not replicate the loop to the client.

Setting the Looped property before playing the animation failed to replicate the loop.

local animaitonTrack = Animator:LoadAnimation(animation)
animaitonTrack.Looped = true
animaitonTrack:Play()

Workaround 1

Playing the animation before setting the looped property seemed to fix it for me, through @Askavix has also noted otherwise so might not be a reliable fix.

local animaitonTrack = Animator:LoadAnimation(animation)
animaitonTrack:Play()
animaitonTrack.Looped = true

Workaround 2

Another stranger fix I’ve found is creating the exact same animation track twice. For some reason, the second animation track will properly replicate, even when setting the property before playing the animation (which didn’t work previously).

Definitely hacky, but might be a good lead for investigating this bug further?

local animaitonTrack = Animator:LoadAnimation(animation)
animaitonTrack.Looped = true
animaitonTrack:Play()

animaitonTrack = Animator:LoadAnimation(animation)
animaitonTrack.Looped = true
animaitonTrack:Play()
1 Like