TryGetPawnOwner in Animation Blueprints returns 'None' on client, valid on server

So as the title says, my animation blueprints are having a weird behavior. Not sure what to do with it.

The server side gets a valid Pawn Owner, but not the client, so that means my characters aren’t animating in the way they should.

Any idea what is happening?

Anim Blueprint

Setting the blueprint for the character inside the level editor
set blueprint.png

EDIT: I’ve come to the assumption that this is something to do with the crazy unreal networking

I tried to multicast the animation blueprint down to the client from within the character blueprint, but it never got called on the client. It still called the multicast on the server