i got something that works but to me it doesnt seem ideal. basically i used a event call to initiate movement in a second character that we already have a reference to. i used a interface but normal events would suffice i think. again its over complicated and not a ideal way to go about accomplishing the task at hand imo.
the picture should make things pretty self evident. the basic idea is that we are taking the input from the controlled character and passing its execution to the second via a custom event. through that event we are also passing the negated axis value (multiplied by -1). so if your player has a value 1 the other character will be -1. i should also note that i made the othercharacter variable public so it could be set in the level viewport though you could use any method to get the reference.