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Set master pose component in multiplayer

Hello, set master pose node works fine in the single player mode of my game , but in multiplayer ( clients- server) the skeletal meshes stay in idle animation when the character run. It is not the case for the character mesh who follow the animations.

The skeletal meshes are assigned to the same animation blue print and they share the same skeleton.

Is it about animation instances?

I have forgotten to say, the characters are spawned possessed and stored by the game mode.