Trouble Replicating Control Rotation to Bone

Hello,

Currently I am facing an issue with my Client to Client Replication of my characters Control Rotation.
The current setup I am using is that the mouse rotates the characters spine when aiming in a FPS game. This works just fine using GetControlRotation() but replication only works from Client to Server and Server to Client. If there are 2 clients and 1 server, then the other clients cannot see the rotation.

To fix this, I used a NetMulticast to replicate another variable every time the mouse sends input, but this technique leads to a lot of bone jittering when played online.
Does anyone know how to easily replicate this bone rotation in a smooth way?

Below is my C++ and BP’s

Animation Instance BP

Animation Instance Anim Graph

AnimInstance C++

void UShooterAnimInstance::NativeUpdateAnimation(float DeltaTime)
{

	RemoteAimRotationPitch = -ShooterCharacter->AimRotation.Pitch;
	LocalAimRotationPitch = -ShooterCharacter->GetControlRotation().Pitch;

}

Character C++

void AShooterCharacter::CameraLook(const FInputActionInstance& Instance) {
	AddControllerPitchInput(-Instance.GetValue().Get<FVector2D>().Y * CameraRotationRate);
	AddControllerYawInput(Instance.GetValue().Get<FVector2D>().X * CameraRotationRate);
	ServerSetAimRotation();
}
void AShooterCharacter::ServerSetAimRotation_Implementation()
{
	MulticastSetAimRotation();
}

void AShooterCharacter::MulticastSetAimRotation_Implementation()
{
	AimRotation = GetControlRotation();
}
	UFUNCTION(Server, Reliable, BlueprintCallable)
	void ServerSetAimRotation();

	UFUNCTION(NetMulticast, Reliable)
	void MulticastSetAimRotation();

	UPROPERTY(Replicated)
	FRotator AimRotation;

Just use Get Base Aim Rotation.