Listen server mesh attachment replication question

Hello!

The core idea is to have different attached mesh position for local player and remote clients. The best example: local player should see weapons in hands, but remote simulated characters should have different weapon location in hands.
Shooter example uses different meshes for local and remote character with hiding by owner flag, but i can not do it same way.

For easy understanding, i want only local player controlled character’s weapon be attached to head, but other remote or AI character’s weapon should be attached to body.
So, when weapon is spawned and attached in server and replicated to client then i am checking if it is local character or not, and i am re-attaching weapon locally on client to different socket. It works fine and local player can see his own weapon in different location that weapons on simulated characters.
But this works fine on standalone game and dedicated server.
And i have a problem to do the same on Listen server.

When i am trying to re-attach weapon for local player which is runing listen server then new mesh position is replicated to all other clients, because this local player is server player so mesh re-attachment is executed at server, and i do not understand how to avoid it so i can re-attach mesh only for that character like for client.

I have tried to add:

				if (GetNetMode() == NM_ListenServer)
				{
					Mesh->SetIsReplicated(false);
				}

But mesh position is still replicated.

Can someone advise something?