Mesh SetRelativeLocation is not working in network

Update:
Doing : Skeleton->SetRelativeLocation(FVector{ 0,0,Z }); will cause stuttering from other player’s perspective if emulating lag.

If you don’t expect many quick changes to value you could do:

if (IsLocallyControlled())
	{
		Skeleton->SetRelativeLocation(FVector{ 0,0,x.Z });
	}
	else
	{
		BaseTranslationOffset = FVector{ 0,0,x.Z };
	}

But if you have that value change quickly if will also stutter when value is changed. So far only way I’ve found to mitigate this is:

if (IsLocallyControlled())
	{
		Skeleton->SetRelativeLocation(FVector{ 0,0,x.Z });
	}
	else
	{
	        BaseTranslationOffset = FMath::VInterpTo(BaseTranslationOffset, DesiredValue ,deltaT, DesiredInterpSpeed);
	}