How can I replicate my local rotation on mesh compoent of the client?

For some reason, I am trying to make my character lean by adding the local rotation of its mesh according to the input axis in a server-client environment (multiplayer).

The problem is that I manage to change this for both the side but from the view of the server, I get the client player with some stuttering effect. It seems that the server is trying to fix the rotation of the mesh component on the client actor.

I do this thing by firstly calculating the rotation of the mesh component then adding to its local rotation. Yet the same thing does not work on the server scale. What should I do to fix it? And here is my blueprint.