Looks like the issue was with setting the Root Bone incorrectly and therefore the paths to the nodes didn’t match up
On the Anim Component, it was set to be the Armature
However, if we look at the animation asset in the PlayCanvas Viewer
We can see that the root bone is one parent above Armature
So we can either leave Root Bone empty (in which case it uses the current entity as the Root Bone) or explicitly set it to the Player Entity
Now we can set the mask to not animate the arms for example
Now we have someone who can’t move their arms
Example fork project: https://playcanvas.com/editor/scene/1334430
@RPaladin method of removing and adding the Anim Component again worked because by doing so, it removed the previous Root Bone assignment and was empty, therefore it was using the Player entity as the Root Bone