Trouble with GetMarkerReachedSignal("?"):Wait()

Hello there. So I’m currently having this issue with multiple animations, but i’ll share this one specifically. I have a lever that you pull through a proximity prompt. The lever will play a little animation and then wait for this marker to be reached to do the actual function… It seemed like this was working fine until today, until it just stopped working? Here’s the code:

local pulled = false
script.Parent.Triggered:Connect(function(player)
	if pulled == false and workspace.Basement.Important.Generator.Health.Value > 0 then
		pulled = true
		workspace.Basement.Important.Generator.Health.Value -= 10
		script.Parent.Parent.LeverSound:Play()
		wait(0.1)
		local any = script.Parent.Parent.Parent.AnimationController.Animator:LoadAnimation(script.Parent.Parent.Parent.Pulled)
		any:Play()
		
		any:GetMarkerReachedSignal("Done"):Wait()
		wait(1)
		
		local door = workspace.Basement.Important.TrashFuranceDoor
		local tween = game:GetService("TweenService"):Create(door, tweenInfo, tweenStats1)
		tween:Play()
		tween.Completed:Wait()
		door["Fire Blast Shot"]:Play()
		
		--GETTING RID OF ALL TRASH
		for _, trash in pairs(workspace.Basement.Important.TrashFurnace:GetDescendants()) do
			if trash:IsA("Part") or trash:IsA("Texture") then
				trash.Transparency = 1
			end
		end
		workspace.Basement.Important.TrashFurnace.IsFull.Value = false
		
		wait(3)
		
		tween = game:GetService("TweenService"):Create(door, tweenInfo, tweenStats2)
		tween:Play()
		tween.Completed:Wait()
		pulled = false
	end
end)

How did you call the GetMarkrReachedSignal?
Please share.

Also try to avoid clogging the reads with wait. Spawn the tween block (the entire function actually) in a new thread.

Its an action4
The event is the same name as called

It’s really weird how it just isn’t working

why did you just use any.Stopped:Wait() ? Its better than using animation events

Because I want to adjust the speed of the animation to 0 so that it freezes and locks the animation in