I thought it would make a change but apparently adding the 3rd parameter doesn’t change anything.
You mispelled FilteredMessage when you send getFilteredMessage() in the last function.
When i replace it with the FilteredMessage variable it seems to have filtered the message
i tried it in the game and the message is unfiltered but the console is filtered
So, the print statement is filtered but you forgot to send FilteredMessage inside the :FireAllClients() event.
It worked! thank you for your support!
Glad to be of help, hope I didn’t over-complicate the issue.