Animation works on client, not on server...

I was hoping the post being “NOOOO…IT’S NOT ABOUT REPLICATI…” all over again. LOL.
Anyway, I’d like to contribute something you are obviously wrong, Listen Server player is NOT a local “client”, I won’t go into details, because it’s all about replication and implementation from the source code side.
That’s also why I mentioned earlier I know roughly where went wrong in your case and would not bother to say a thing because you

and

.

cbuttner is being extra nice to help you out, I can’t and not even dare to claim myself to fully understand replication of UE4.
I just work harder to try understand it and posted answers and wiki trying to contribute, oh, thanks for categorize me as clueless for your bulletproof testing method.

Next time, don’t assume that people don’t understand why you do this or that, we just think it’s stupid way to even “not” trying setup replication properly and then jump into multiplayer.
I bet everyone even bother to leave a comment is because they probably more or less run into similar situations before, thus try to “guide you” to do it properly and then claim “it’s not working”.

Lastly, Character is default to replicate both the actor and movement, that’s also why you seem to get things running without much replication efforts.
Animation is driven by pawn state/movement component flags and variables(which is native and replicated), where you switch out the default TPP mesh, thus breaks what come with it.

Now, I am curious what you can find out.:cool: