Multiplayer, show animations for clients from animation blueprint

I’m starting to get the hang of replication for multiplayer within the blueprints… but running into some issues with animations that are run in the animation blueprint that aren’t triggered by events. How I currently have turning and crouching set up is through variables triggered on/off in the character blueprint. When those variables are true, than the stae machine changes to that state (using the variables for transition). The state than triggers the animations - turn in place or crouch. How do I get that information replicated for multiplayer? Thank you!