:GetAppliedDescription() returns nothing

I have spent a lot of time creating a character customization system for people to use. When they hit play, I have to grab all of their accessories and replicate it onto the next character, as I use the command :LoadCharacterWithHumanoidDescription()

This is a snippet of my code:

updateTeam.OnServerEvent:Connect(function(Player, choseBlue, choseRed)
	local Char = Player.Character
	local HumDesc = Player.HumDesc
	if choseBlue then
		--Check if player count isn't greater, but priority #1 is to check if it's 0
		if BlueValue == 0 then
			Player.Team = Blue
			BlueValue = BlueValue + 1
			local hDesc = Char.Humanoid:GetAppliedDescription()
			wait(.2)
			Player:LoadCharacterWithHumanoidDescription(hDesc)
			Player.Character.Humanoid.WalkSpeed = 14
			updateTeam:FireAllClients(BlueValue, RedValue)

The issue is that once the character reloads after the command is fired it is still the same StarterCharacter that you join with. There are no errors cropping up or anything – the character just puts itself to the default StarterCharacter that I gave it before.

Am I doing something wrong here? I’ve tried multiple methods using HumanoidDescriptions and they haven’t been helping, so I figure this is the easiest method.

You may want to add a CharacterAdded event which sets their HumanoidDescription again, as that’s likely the reason why their character defaults to their original.

I dont really know how I could go about doing that as it would just save the information of the StarterCharacter.

The important thing is to save the information the character has and apply it to a new version of the character. But thats whats bringing me in circles right now.

If I do use a HumanoidDescription, I dont really know how to reference an Accessory on it ( Im not sure what ID I need to reference). I do have meshes that contains information I can use though.