FGameplayTagBlueprintPropertyMap not being replicated

I’m running into an issue with trying to replicate a gameplay tag in a GA so that it triggers a state in my ABP.

if (GetAvatarActorFromActorInfo()->HasAuthority()) {
      LocalASC->AddLooseGameplayTag(ZSGameplayTags::Character_Rifle_Equipped);
      LocalASC->AddReplicatedLooseGameplayTag(ZSGameplayTags::Character_Rifle_Equipped);
    }

This was the only work around I could get working, which seems completely wrong. Initially, the replicated version has the animation working between clients, but the server sees none of the animations. Then when I add the non-replicated version, I see the animations for all clients and servers. I have the tags mapping to bools in this variable FGameplayTagBlueprintPropertyMap GameplayTagPropertyMap; that lives in the anim instance class. Any ideas why it acts this way and how I’d go about fixing it?