The current situation is that if the character is first synchronized to the client, when the client creates a proxy copy, the animation blueprint is initialized, and the time for all sequence players starts from 0. I hope you can provide an option to send the current time of each node in the animation blueprint to the client during the first synchronization, and the client will initialize the animation blueprint based on the time to ensure consistency in animation playback. The situation I am currently experiencing is that when a server character approaches a client player and needs to be synchronized to the client and created on the client, if the character is executing a montage such as an attack, the client cannot faithfully reflect the animation state, resulting in the character having a root motion of the montage but not playing the montage animation.