Mesh SetRelativeLocation is not working in network

Late to party, but since problem still exist in 4.24 I bumped into this as well. Luckily I found a solution that doesn’t involve a lot of changes.

It’s actually one line of code
Unfortunately for some, this only works on C++ as there is no equivalent function in blueprints and you need a C++ Character class working.
In whatever function changes relative location you just do this:

Skeleton->SetRelativeLocation(FVector{ 0,0,Z });

////This is what fixes it. Just update with same value
BaseTranslationOffset = FVector{ 0,0,Z };