Animation blueprint using a replicated variable

I posted this on the forum but got no answer. I thought maybe this may be a better place for the question

I have a replicated variable called CurrentMovementMode. I added a blueprint to check that I have it all replicating correctly, and can confirm that all clients receive the updated variable.
I then try and use the variable in the animation blueprint, but for all non-owners of the variable they act as if the value never changes.

So for the owning pawn the anim runs, but for any clients, they just see the pawn do a jump falling animation.

Here is how I set up replication

void AFireFightCharacter::GetLifetimeReplicatedProps(TArray& OutLifetimeProps) const { Super::GetLifetimeReplicatedProps(OutLifetimeProps);

 DOREPLIFETIME_CONDITION(AFireFightCharacter, CurrentMovementMode, COND_None);
 DOREPLIFETIME_CONDITION(AFireFightCharacter, bWallOnLeft, COND_None);

This is how I debugged that it appears for all clients

This is the screenshot of the replicated value on the clients

This is where I pull it into the anim blueprint

And this is the state machine that doesnt trigger…

All of this works as a single player, but as soon as it tries to use replicated variables the BP can see them but the AnimBP cant.

Am I doing something wrong when using the replicated variable?