Make sure that it is set to replicates, the plugin doesn’t change anything to do with standard replication and spawning logic and a quick test with a GrippableSkeletalMeshActor works perfectly fine.
I was able to “re-produce” by making a blank blueprint actor and attaching a GrippableSkeletalMesh**Component **to the root, but that is only because Replicates is defaulted off on blueprint actors, you should be able to just switch it on (or use a GrippableSkeletalMeshActor instead…).