PhotonAnimatorView isn't syncing with a dynamically initialized Animator

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Hi,

We are using PUN2 (v2.6) and are attempting to use a PhotonAnimatorView on our GuestPrefab GameObject.
The GuestPrefab GameObject has the following components:
Transform
Animator
RigidBody
PhotonView
PhotonAnimatorView
GuestController (script)
AvatarEquipmentManager (dynamically initializes the Animator)

The GuestController is the first ObservedComponent, and the PhotonAnimatorView is the second ObservedComponent of the PhotonView's ObservedComponents.

We have a custom script component named GuestController that syncs the position and rotation, and the PhotonAnimatorView that syncs the Animator component.

The Animator component's Controller and Avatar properties are loaded dynamically, so we are adding the AnimatorController.Properties to the PhotonAnimatorView.SynchronizedProperties dynamically in the GuestController.Awake function and set to Discrete.

Problem 1:

The first problem we are seeing, is that when NetworkInstantiate of the GuestPrefab is called, the GuestPrefab is being replicated across the network, but the PhotonAnimatorView SynchronizedProperties are set to Disabled on the RemotePlayer. The LocalPlayer has them set to Discrete.

To combat this, we have a routine in the IEnumerator Start that waits for the SynchronizedProperies to sync across the network, then we set all of the parameter types to Discrete.

Problem 2:

We have confirmed that the synchronization properties are being written and sent to the remote player.
The problem is that some of the 'PhotonView initialization properties' are being sent across the stream and are not 'resolved' which is causing the stream to have more parameters than are expected by the PhotonAnimatorView. Some of the PhotonView properties are still null.