hey,
Thanks for this comment.
That’s exaclty what is troubling me in a multiplayer game. The server AI would naturally set its body parts pitch along spine, but client AI would be upright all the time.
The yaw rotation is replicating thanks to Pawn.UseControllerRotationYaw=true.
The Pawn.UseControllerRotationPitch should be false for me as I do not want to rotate full character, but just spine parts.
So… the solution would be as @lab-one writes - replicate the pitch as additional variable and then use it for clients only in the Animation Blueprint instead of ControllerRotation that is not replicated by Unreal.