Why wont my animation play? (I have checked everything at this point)

Hi I’m working on a combat game, to keep it short il’l go directly to the issue.

So I was working on the game and noticed how an animationtrack called StunAT would never play, I decided to investigate why since it was printing no errors on the console so i replaced my inspect function’s animations with the stun AT to test it out, I also loaded the animation directly from there (Yes I know loading it like that isnt good because you just cause memory leaks)

function WeaponFunctions.Inspect(WeaponTool)
	
	local MyToolData = require(WeaponTool.ToolData)
	local MyPlayerData = require(Services.Players.LocalPlayer.Character.PlayerData)
	
	if MyPlayerData.ClientStatusValues.IsInspecting == false and MyPlayerData.ClientStatusValues.IsActivating == false and MyPlayerData.ClientStatusValues.IsHitRecovering == false and MyPlayerData.ClientStatusValues.IsShoveRecovering == false and MyPlayerData.ClientStatusValues.IsBlockRecovering == false and MyPlayerData.ClientStatusValues.IsBlocking == false then
		
		local StunAnimation = Instance.new("Animation")
		StunAnimation.AnimationId = "rbxassetid://9570782656"
		MyPlayerData.ClientAnimationTracks.StunAT = MyPlayerData.ClientOwner.MyAnimator:LoadAnimation(StunAnimation)
		
		MyPlayerData.ClientStatusValues.IsInspecting = true

		MyPlayerData.ClientAnimationTracks.EquipAT:Stop()
		MyPlayerData.ClientAnimationTracks.IdleAT:Stop()
		MyPlayerData.ClientAnimationTracks.ChargeAT:Stop()
		MyPlayerData.ClientAnimationTracks.InspectAT:Stop()
		MyPlayerData.ClientAnimationTracks.ShoveAT:Stop()
		MyPlayerData.ClientAnimationTracks.BlockAT:Stop()
		
		print("PlayAnimationStun")

		MyPlayerData.ClientAnimationTracks.StunAT:Play()

		MyPlayerData.ClientAnimationTracks.StunAT.Stopped:Wait()
		
		print("Started Playing Idle Again")
		MyPlayerData.ClientStatusValues.IsInspecting = false
		MyPlayerData.ClientAnimationTracks.IdleAT:Play(0.5)
		
	end
end

Anyways so if you are confused, I use a table inside a module script to store my animation tracks to be able to play them from any script, (NOTE Stun AT is already pre written into the dictionary and it is not inserted into the dictionary it is just set to) Anyways so all my other animation tracks worked but Stun AT wouldnt play, I tried printing to see if it was the code somehow not reaching the part of the code that plays StunAT but it does, in fact even the code that waits for the Stun animation track to end to theen play idle does wait the duration of the track wich is 2 seconds and then resume to playing Idle animation track, I tried to see if it wasnt an error with the exporting from moon 2 (an animation plugin) but when i imported the animation I did to the roblox deffault animator it would work fine and show me the animation just how I did it.

At this point im confused there seems to be no issue with my code, The console prints no errors, The animation was setted up correctly, I checked 3 times to make sure I was giving the animation the right Id, I reuploaded and re exported the anim like 4 times, At this point im confused

Heres a video of shwoing how the animation plays and proof it prints the things, also how the anim should look (Video was too big so I uploaded it to YT)

Is this a local script?

Is the animation priority action?

also make sure the animation priority isn’t set in a local script as Roblox will error with that

Yes this is a local script, I already resolved the issue for some reason it was loading the animation into the wrong animator.