Skeletal Mesh Replication for new clients

Hey I’m struggling to figure out how to replicate a mesh change on a client that joins a new online session. I’ve tried a number of different methods to update the skeletal mesh. I’m trying to create an open world and so I’d prefer to do it when the mesh is Culled. Any ideas?

The youtube video below is an example of the issue. The skeletal mesh is changed and then the second client joins (third game instance), which doesnt show the skeletal mesh update. I’ve been trying to somehow multicast the skeletal mesh when either the controller joins the session or culled.