Problem with FireAllClients()

I am having this problem with FireAllClients() where I check if inRound.Value is true or false. And I sent a remote even to client based on the condition

[Server]

function module.teleportPlayers(map) 
	if inRound.Value then
		TweenHUD:FireAllClients("In")
	else
		print("Game Over!")
		TweenHUD:FireAllClients("Out")
	end

After this is fired I check on the client which string was used and call a function accordingly.

[Client]

TweenHUD.OnClientEvent:Connect(function(State)
	if State == "In" then
		inGame()
	elseif State == "Out" then
		outGame()
	end
end)

The inGame() function basically checks if the inRound.Value == true and calls the function which is

function inGame()
	for i, v in pairs(LobbyHUD:GetChildren()) do
		local XVal = v:FindFirstChild("XVal")
		local YVal = v:FindFirstChild("YVal")

		TweenHandler:MoveFrame(v, XVal.Value, YVal.Value)
	end

	task.wait(2)

	for i, v in pairs(BattleHUD:GetChildren()) do
		if v.Name ~= "Frame" then
			local YVal = v:FindFirstChild("YVal")
			local XVal = v:FindFirstChild("XVal")
			local YValClose = v:FindFirstChild("YValClose")

			TweenHandler:MoveFrame(v, XVal.Value, YVal.Value)
		end
	end
end

I have a “YVal”, “XVal”, and “YValClose” value stored in each frame and used it to tween them. My problem is that when I call the function it will glitch out and only tween like 1 or 2 of them when there is 5.

The BattleHUD explorer looks like:
image

The LobbyHUD explorer looks like:
image

Now each frame in the HUD’s is supposed to tween out and then back in when the inRound.Value is true/false.

This is the LobbyHUD GUI:

And this is the BattleHUD GUI:

Is this line necessary here. it looks like only the ImageLabels are being targetted in the for loop

What is the code for this function? Any chance that it only works on Frames?

I think yes to answer your question because its the only frame I am not tweening.

function module:MoveFrame(frame, PosXScale, PosYScale)
	if frame then
		TS:Create(frame, ne, {Position = UDim2.fromScale(PosXScale, PosYScale)}):Play()
	end
end

If you guys need more information just let me know. I am currently trying to debug this error but nothing seems to make sense. I’ve followed the logic, and it just doesn’t make sense.