Dedicated server tick mesh pose for a single frame

I am purposely not ticking my character’s mesh pose on dedicated servers (for optimization).

if (GetNetMode() == NM_DedicatedServer && GetMesh())
{
    GetMesh()->VisibilityBasedAnimTickOption = EVisibilityBasedAnimTickOption::OnlyTickPoseWhenRendered;
}

However, I need the animated location of my character’s hand on the dedicated server in order to drop weapon pickups from that location.

Is there someway to force an update the mesh’s pose on the dedicated server before dropping a weapon so I have the correct bone location?

I have tried doing the following, but it didn’t work.

if (GetMesh)
{
    GetMesh()->RefreshBoneTransforms();
    GetMesh()->UpdateComponentToWorld();
}

Edit:
So the following is partially working.

I’m doing the following from character right before dropping the weapon

GetMesh()->TickPose(GetWorld()->GetDeltaSeconds(), false);
GetMesh()->RefreshBoneTransforms();

This seems to start off in the wrong location (tpose location) and gradually get closer and closer to the correct animated location the more I drop the weapons.

The location I am spawning the weapon pickup at is

Weapon->getMesh3P()->GetComponentLocation()

Thank you!

Any success? I have the issue.

First I disable Skeletalmeshcomponent->SetComponentTickEnabled (false) and bRequiredBonesUpToDate = true, both on BeginPlay.
Then when I want to recalculate the bones position I change bRequiredBonesUpToDate = false and SetComponentTickEnabled (true), but I only need the position of the bones to be recalculated for 1frame or the current moment.