Im having an issue with the CharacterMesh->LinkAnimClassLayers function

In my game I have found that the CharacterMesh->LinkAnimClassLayers function only works correctly in the beginplay function.

Context: I am developing a mutliplayer game and I have already confirmed that my server and replication code works properly for the function i am using to change my class layers. Furthermore, the Enum for WeaponType is also properly passing through it and getting set on both the server and the clients. I have also attempted to pass my C++ code through into blueprints and trigger the change there and while the CharacterMesh->LinkAnimClassLayers is called in blueprints as well, nothing happens or changes.

I will post images of my code below, but I dont know whats going on.

PS. I understand that I don’t need to call server twice as the code is carried through on both server and client, and I also know that the beginplay is also triggered on both server and clients. Im just doing this because I thought there might have been an issue with my code but I have not been able to find any. plz help.

Apparenlty the function only works on NetMulticast UFUNCTIONs.

我有一个由行为树驱动的敌人,他会自动跟随我,在它的beginplay节点,我链接了LinkAnimClassLayers,但是奇怪的是,只有在客户端,敌人在跟随时会正常播放奔跑动画,在服务器端或单机模式下它只保持idle状态向我平移过来,这是为什么?为什么客户端上的延迟导致Anim状态机可以正确启动?这和PossessedBy有关系吗?