AI possessed pawn doesn't play walk animation when standing on a spawned actor (0 Max Walk Speed)

Hello,

I’m having trouble with animations replicating. See the video below (sorry for the low quality).

This video is from the perspective of a client (over listen server). The “room” that the bandit character spawns in was a spawned actor. As you can see, while the character is on the spawned actor, he doesn’t play his walk animation while moving. However, once he crosses the threshold onto a placed actor (the default white floor), the walk animation begins playing.

I’ve done some print debugging and it seems that his max walk speed, retrieved from the movement actor component inside the animation blueprint, returns zero on the client (works properly on server). Once he crosses the threshold, it begins returning the intended value. If I hardcode this max walk speed value, the animations works as intended. However, this isn’t the solution I’d like to pursue if possible.

Any thoughts?