[Solved] Replication of Bone Transform Variables

I’m attempting to set up a simple system for rotating the player’s upper body in relation to his camera.
My graph is entirely located in my character’s animation blueprint, and is set up as so:

However, the animation result is only seen by the Server and Owning Client.
This was tested with 2-4 players, in-editor, with equal results.
After watching some values with the debug filter, it seems that the Head Rotation variable is not being replicated to other clients.
I’ve tried running this section from the Player Character blueprint, and with MultiCast events as well. Exactly the same results.

Any help would be greatly appreciated.

EDIT

The issue was resolved just now.
I forgot an Authority switch, which resulted in the Client and Server setting differing values for the same Character simultaneously.
For future reference, I resolved the issue by moving the code to my Character BP (likely redundant) and arranging it like so: