I haven’t played with the hand tracking yet, but in general, you need to make sure the oculus hand components have replication code inside them.
If they do not, you need to either add it yourself (in the C++ code driving the components) or make make a Server-side RPC in your pawn that will replicate the position of your fingers to the server, the server saves those positions to a replicated variable, that gets replicated to clients and they set the proper positions of fingers locally.
Of course, the proper replication code within the actual component would be much preferable, but this would work as a workaround.
I will be playing with the Oculus hands in the coming weeks and I’m also planning for them to be Multiplayer-capable, so I’ll be able to help you more later this month 