Replicated movement problem, RootMotion set, non root motion animation

Thanks in advance for any help…

I am trying to use both root-motion and non-root motion animations in my animation bp for a network game.

Everything works fine if root motion is enabled, and we use root motion animations.
Everything also works if root motion is set to ignore.

But if we try to selectively utilize root motion only for certain animations, it breaks when additional latency is encountered. (It works if running both players locally).

For example, we want to use root motion for some “standing from climbing” animations. We don’t want to use root motion for jumping - as the game is more of a platformer type experience and we need flexible jumping.

Does anyone have any experience/advice for this kind of scenario?

FYI - Using Montage with “Root Motion For Montage Only” solved my problem