Multiplayer Possess Jitter

Ok so, say I set the location/rotation of the player’s springarm/camera via a timeline to match the location/rotation of another character’s springarm/camera on a client-side function. Not replicating the position of the components.

When I then call possess on the second character (Server-side), I am seeing a jitter on the possess because the springarm/camera positions aren’t the same on the server. Because if I print out the values client-side they’re the same for the old character and the new character. But if I print them out server-side they’re different.

Any idea how I can remedy that?

This is what it should look like (how it looks on the host): Screen capture - 94611fffdfb3992744b8d1f099342b89 - Gyazo

And this is what it looks like (how it looks on the clients): Screen capture - 2d5e450dda1c7b7cfc08ec02f1acc8f1 - Gyazo