Replicated throwables | Problem

Hi guys, I’m trying to make a replicated system for throwing objects, but I’m stuck on some problems and here’s the main one:

When the server is not looking towards the client, the object is thrown in the wrong vector.

I use Animation montage, which has a notification, and when it’s triggered, an event is called on the server that whether the player has the object and then we call the interface of the object Trow item in this interface I call a server event in which I bind the inclusion of physics and then I execute an event on the multicast to enable the physics of the object for all clients. Well, in general, after enabling the physics of the object on the server, we throw it with an impulse that we take from the direction of the camera.

So I assumed that this was due to the non-replicated camera, but no.

There are suspicions about animation editing because before this, if I made a throw on a client that the server was not looking at and then switched to the server window, then the editing worked 2 times, or rather, it worked deferred on the server.

Please suggest options for normal replication of throwables, I work on blueprints c++, I’m just learning

Here’s what the problem was: The animation montage doesn’t play on the server when it’s out of view
UPD: Here is solution