Replicating animations, aim offset, and SetRelativeLocation

I’ve solved the trouble I had with the set relative location function, turns out you have to have two events, one that runs on server and the other that is a multicast, hooked up to the same logic. Furthermore, there has to be boolean variables that describe whether the character is crouched, standing or prone, and these variables must be set to RepNotify. In the functions, you should set the capsule height and relative location of the character mesh. But, I still have to solve the animation trouble. It must be something that is doable in C++ but not in Blueprints, because the default Speed and Is in Air variables do apply to the executing client, but custom ones don’t.