Bug with Cinematic Sequence Device When Player Joins After It's Played

I used a cinematic sequence device, set to trigger for everyone, and played the animation. When my friend joined and I played it again, the animation was glitched on my friend’s screen during the first playback. However, on the second attempt, it played back perfectly fine on their screen. Can anyone explain why this issue occurred only on my friend’s screen?

I think I might have found a solution. You just need to do .Stop() when the animation is over

as far as I know, the only way around it is make the cinematic sequence instigator only and showing a separate one per player- this snippet helps doing that: Instigator-Only Cinematic Control Device | Uefn Code Snippet

Thanks. I will try that