-- Add this right before animationTrack:Play()
animationTrack.Priority = Enum.AnimationPriority.Action
Context:
You made a custom emote system for your Roblox game. Locally, the emote plays fine. But other players don't see it. That's because FilteringEnabled (FE) blocks remote replication of animations unless you use RemoteEvent.
The Fix (legit, non-exploit):
-- LocalScript (inside StarterPlayerScripts) local player = game.Players.LocalPlayer local character = player.Character or player.CharacterAdded:Wait() local remote = game.ReplicatedStorage:WaitForChild("PlayEmoteRemote")
-- Play emote when key pressed (e.g., "E") game:GetService("UserInputService").InputBegan:Connect(function(input, processed) if processed then return end if input.KeyCode == Enum.KeyCode.E then remote:FireServer("EmoteName") end end)
-- Script (ServerScript inside ServerScriptService)
local remote = game.ReplicatedStorage:WaitForChild("PlayEmoteRemote")
remote.OnServerEvent:Connect(function(player, emoteId)
local character = player.Character
if character then
local humanoid = character:FindFirstChild("Humanoid")
if humanoid then
local animTrack = humanoid:LoadAnimation(script.Emotes[emoteId]) -- preloaded Animations
animTrack:Play()
end
end
end)
Why this works:
If you meant something else (like a broken script from a free model), share the exact error and I’ll help debug it legitimately.
The "FE all R15 emotes" script is a type of Roblox script designed to grant players access to every emote in the Roblox catalog
, regardless of whether they have purchased them. "FE" (FilteringEnabled) indicates that these animations are replicated to all players in the server, making the emotes visible to everyone. Common Fixes for "FE All R15 Emotes" Scripts
As of early 2026, many of these scripts require specific adjustments due to Roblox engine updates or patching of exploitation methods. Players cant use UserEmotes even though its Enabled
This write-up provides a technical fix for " FE All R15 Emotes fe all r15 emotes script fix
" scripts in Roblox. Due to Roblox's FilteringEnabled (FE) and periodic updates to the Animate script, many older emote scripts fail to replicate animations to other players or break entirely when the character spawns. The Problem Most "All Emotes" scripts fail because:
Local vs. Server: They play animations locally, meaning only you see them.
Character Refresh: The script doesn't re-bind when a player's character resets.
Animation ID Blocking: Roblox sometimes blocks specific animation IDs if they aren't owned by the user or the game. The Fix: Script Implementation
To ensure emotes work across the server, use a script that injects the IDs into the player's Animate script rather than just playing them on a Humanoid. Installation Steps: Open Roblox Studio.
Create a LocalScript inside StarterPlayer > StarterCharacterScripts. Paste the following logic (optimized for R15):
-- FE R15 Emote Fix local Player = game.Players.LocalPlayer local Character = Player.Character or Player.CharacterAdded:Wait() local Humanoid = Character:WaitForChild("Humanoid") -- Function to inject emote IDs local function applyEmotes() local animateScript = Character:WaitForChild("Animate") -- List of Emote Names and IDs local emotes = ["dance"] = "rbxassetid://507357072", "rbxassetid://507357457", ["point"] = "rbxassetid://507358828", ["wave"] = "rbxassetid://507357457" -- Add more IDs as needed for name, ids in pairs(emotes) do local folder = animateScript:FindFirstChild(name) if folder then folder:ClearAllChildren() -- Clear old animations for i, id in ipairs(ids) do local anim = Instance.new("Animation") anim.Name = name .. i anim.AnimationId = id anim.Parent = folder end end end end applyEmotes() Use code with caution. Copied to clipboard Key Improvements in this Fix
Replication: By modifying the Animate script's folders, you utilize Roblox's built-in animation system, which is automatically FE-compliant and replicates to other players.
Persistence: Placing the script in StarterCharacterScripts ensures the fix runs every time you respawn. Context: You made a custom emote system for
ID Mapping: You can manually update the emotes table with catalog IDs to unlock specific R15 animations like "Hello," "Stadium," or "Tilt." Troubleshooting
Animation doesn't play: Ensure the game owner (or you) has "Allow Third Party Sales" or permissions for those specific animation assets enabled in Game Settings.
Only I see it: If others can't see the emote, check if your Humanoid is being deleted or replaced by a custom rig that lacks a standard Animate script.
FE (Filtering Enabled) All R15 Emotes script , you typically need to ensure your avatar is correctly set to R15 and that the script handles the HumanoidDescription
properly to load animations. Many legacy scripts break because Roblox patches specific camera-clipping methods or animation loading logic. How to Fix Common Issues Avatar Compatibility : Emotes are natively restricted to the R15 rig type
. If you see the "Switch to your avatar to R15" error, navigate to Avatar > Customize > Head and Body > Build and toggle to Animation Loading Logic : If a custom script isn't playing animations, the PlayAnimation
function or configuration logic may be outdated. Developers have fixed similar issues by moving configuration preparation inside the module itself. Using the Emote Wheel
: To programmatically fix or add emotes to the standard wheel, use the humanoidDescription:SetEmotes(table) humanoidDescription:SetEquippedEmotes(table2) functions. Suppressing Persistent Errors
: If the script triggers a persistent "Switch to R15" chat error even when you are R15, you can use OnChatWindowAdded to find messages with the metadata Roblox.Emote.Error.SwitchToR15 and set their text size to zero to hide them. Developer Forum | Roblox Popular Script Options [ "point" ] = "rbxassetid://507358828"
If you are looking for a pre-made fixed solution, these are commonly used as of 2026: FE Emote Wheel Script - ROBLOX EXPLOITING
Most people search for the "fe all r15 emotes script fix" because they want a wheel or a large GUI. Once the server script above is working, expanding to "all emotes" is easy.
Create a table of your favorite R15 emote IDs. Here are some verified working R15 IDs (as of 2025):
| Emote Name | R15 Animation ID | | :--- | :--- | | The Floss | 2571468037 | | Default Dance | 2512631294 | | Laugh | 6110478628 | | Point | 6110480848 | | Wave | 6110483340 | | Robot | 507768994 |
How to extend the GUI:
Make 6 buttons. Copy the LocalScript into each button, but change the emoteId variable to the specific ID.
Pro Tip: Instead of making 50 LocalScripts, make one LocalScript that reads a TextLabel or Attribute on the button to know which ID to fire.
-- Advanced: One script for all buttons
script.Parent.MouseButton1Click:Connect(function()
local emoteId = script.Parent:GetAttribute("EmoteID") -- Set Attribute on button
emoteEvent:FireServer(emoteId)
end)
R15 is the 15-body-part rig (Left Arm, Right Arm, Left Leg, Right Leg, Torso, etc.). Older emote systems were built for R6 (6 parts). An R15 emote script must account for joints like the UpperTorso and HumanoidRootPart.
The Fix Requirement: Your script must use RemoteEvents to tell the server, "Hey, this player wants to play Dance 3." The server then plays the animation across the network.