After animating a custom launcher which files are based entirely on the RPG without any editing; the players stance is not effecting what weapon.asi animation is being played and it is defaulting to the Erc/Standing animations of respective actions, most notably anything related to reloading. Upon testing it turns out to also be happening on the RPG itself, the M16 and PKM. I should note, it is playing the player.asi animations absolutely fine, it is just an issue with weapon animations specifically.
Following the live debug, you can watch the animation graph go down the Erc path (route? tree?) and thus play the Erc animation. Checking the RPG's graph, the "Pne" node in "State Machine 1" has the start condition "Stance == 2" which to my knowledge is for prone.
This problem is quite major for reloads that are bespoke made per stance like in the instance of the launcher I'm making. Currently if this isn't solve-able, I will have to completely change the prone animation and also alter the standing in order for the standing weapon animations to work in prone.