Replicating a local mount animation to the server

In my game I have a mount that needs to play animations on the server as well as the client. The best way to do this is to have the local animations that the rider plays replicate to the server, but this is proving difficult. The animations played from the client do not replicate to the server unless the mount is parented to the player’s character, and even then it only works after mounting, then dismounting, then mounting again.

Is there any way to get animations to replicate to the server on humanoids that the client has network ownership of? Parenting it to the character is not ideal and has its share of issues. Connecting the two assemblies with a Motor6D does not work either. Sending a signal to the server to tell other clients to play an animation seems like a bit of a hacky solution to me, and players that are not in the game won’t be able to see animations that were started before they joined.

Anybody have any helpful knowledge on this issue? It seems to me that animations played on an assembly connected to the player’s character should replicate, but that is not the case.

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The object must be a descendant of your character in order for an animation played on it to replicate. Have you tried playing the animation from the server? the rule doesn’t apply there.

Playing the animation on the server creates a situation where the animations and movement have a slight delay which looks bad. Playing the animation on the client and then the server fixes that, but when the server animation starts it overwrites the client animation giving it a stutter. This is what I’m doing currently.

The ‘descendant of character’ rule is confusing as well because it doesn’t consistently work until you mount, dismount, then mount again which makes no sense to me.