Advanced physics replication

Hi, So I am developing a complex VR physical player character where the motion controlled arms and upper half of the body collide with the environment as well as picked up items (weapons, etc…) via means of physics constraints. I am targeting a solo game for now but would like to explore the possibility of a multiplayer game based on such pawn. My Question is: what is the approach to handling replication of physics constraints and skeletal physics bodies? Can this be done by ignoring physics at the server’s end and just replicating arm/body bone locations after physics work then have the server only move skeletal bones to match these locations in the
visible client pawns of other players?
It is bit overwhelming for me now since my experience in this particular area is limited so I would appreciate any hint from those who have delved in similar case scenarios. Note: I am using blueprints.