RemoteEvent not firing for :FireAllClients()

I’m trying to fire a remote event to the client to run animations

My issue is that the remote event isn’t being fired.

Both pieces of code are Module Loaded, with both pieces of code existing in module scripts

Server Side:

local InteractionService = {}

function InteractionService:Init()
	
	local RunService = game:GetService("RunService")
	local Configurations = game.ReplicatedStorage.Configurations.Interaction
	local Weld = require(game.ReplicatedStorage.Dependencies.Server.Weld)
	local rev_InitAnimation = game.ReplicatedStorage.Remotes.RemoteEvent.InitAnimation
	local rev_InitInteraction = game.ReplicatedStorage.Remotes.RemoteEvent.InitInteraction
	
	local RANGE_MAX = Configurations.RANGE_MAX.Value
	local RANGE_CLOSE = Configurations.RANGE_CLOSE.Value
	local TAG_GRABBED = "Interaction_Grabbed"
	local TAG_OBJECT = "Interaction_Object"
	
	rev_InitInteraction.OnServerEvent:Connect(function(player:Player, target:Part)
		
		local magnitude = (player.Character:GetPivot().Position - target.Position).Magnitude
		
		if target:HasTag(TAG_GRABBED) or not target:HasTag(TAG_OBJECT) or magnitude > RANGE_MAX or target == nil then
			return
		end
		
		local playerHumanoid = player.Character.Humanoid
		target:AddTag(TAG_GRABBED)
		target.Anchored = true
		
		local targetPosition = player.Character:GetPivot().Position:Lerp(target.Position, (magnitude-RANGE_CLOSE)/magnitude)
		
		while RunService.Heartbeat:Wait() do
			
			playerHumanoid:MoveTo(targetPosition)
			
			print(player.Character:GetPivot().Position.X - targetPosition.X, player.Character:GetPivot().Position.Z - targetPosition.Z)
			
			local xCheck = math.abs(player.Character:GetPivot().Position.X - targetPosition.X) < 1
			local zCheck = math.abs(player.Character:GetPivot().Position.Z - targetPosition.Z) < 1
			
			
			if xCheck and zCheck then
				break
			end
			
		end
		
		local rightArm:Part = player.Character["Right Arm"]
		target.Anchored = false
		Weld:Create(target, rightArm, CFrame.Angles(math.rad(90),0,0) * target.CFrame, target.CFrame * CFrame.new(0,-1.5,0))
		target.CanCollide = false
		
		
		rev_InitAnimation:FireAllClients()
		print("reached")
		
	end)
end
return InteractionService

Client Side

local AnimationHandler = {}

function AnimationHandler:Init()
	
	print("wellness check")
	
	local player = game.Players.LocalPlayer
	local animator:Animator = player.Character.Humanoid.Animator
	local rev_InitAnimation = game.ReplicatedStorage.Remotes.RemoteEvent.InitAnimation
	
	rev_InitAnimation.OnClientEvent:Connect(function(rblxID)
		
		print("ran")
		
		local animation = Instance.new("Animation")
		animation.AnimationId = rblxID
		
		local loadedAnimation = animator:LoadAnimation(animation)
		loadedAnimation:Play()
		
		
	end)
	
end

return AnimationHandler

Structure:

The while loop might be blocking the rest of the code… Can you check if the while loop is being exited properly by adding a print statement before and after the loop?
Ex:

print("Start")
while true do
	for _, X in workspace:GetDescendants() do X:Clone() end
end
print("End")

If the loop properly exited here then the last print would run, otherwise it wouldn’t

I’m just gotta shoot blanks but maybe try manually firing an animation ID to yourself to see where the issue is. If you fire and the animation plays then it’s a server issue and if it doesn’t play its a client issue

Regardless, this should fire the print statement, but its not.
image

So did you try manually firing the event to yourself from the server or no?

Yes, And still nothing happened

Found a solution, resulted in removing two variables above the client side firing of the event.