Multiplayer: Where should LinkAnimClassLayers be called—server, per-client (owner/simulated), or both?

Hi! I’m using LinkAnimClassLayers. I initialize at Event Begin Play by linking a default layer, and then switch layers on equip/unequip. In multiplayer, what is the correct call site to keep all proxies in sync?

Is LinkAnimClassLayers considered a purely local, non-replicated change to the SkeletalMeshComponent (like setting the Anim Instance class), meaning I should call it on every client that needs to see the change (e.g., in an OnRep_CurrentEquipment on the Character)?
Or is it sufficient to call it only on the server, with the engine propagating the result to clients?

Thanks in advance for clarifying the intended usage!