Ragdoll physics replication \ Sync

Hello!

I’m currently testing out a few ideas. And one of them involves ragdolls, which actually affect gameplay, as physical objects, for example as obstacles, or objects players are expected to further interact with. So it is crucial to keep ragdoll positions and poses in sync.

So, is there any way to replicate ragdoll physics from server to clients in UE4?
If not, is it worth to try and find a blueprint-based workaournd for that? Say, each tick grabbing position of each ragdoll’s component, and forcing clients to transform it the same way?

Blueprint solutions preferred, however if it can only be done through C++ - I could consider those options as well.

Thanks!