Network game and replication

Hmm that sounds just like what I thought would work. Try replacing [Get PlayerController: 0]
with [Get Controller] having Self node plugged into Target.

I recommend you put a breakpoint on apply_skin and examine the Id and Mesh pins on it and the multicast call after doing one Step Over during play.
The reason for this is I want to check that one machine isn’t overwriting those settings with its own blank ones somehow, AND I want to see whether you really can send a SkeletalMesh over a network RPC. I don’t know if you can. If you can’t (and you can find out by debugging as I described), then I suggest replacing the Mesh pin with a simple integer pin, and use the integer inside the multicast, on a Select node or an Array Get in order to pick out which Mesh. So one mesh will be #0, another mesh/skin will be #1, Another is #2, etc. Try that way if you find that skeletal meshes themselves can’t make it across an RPC.