Why Acceleration is zero only on server when using AI Move To?

I’m messing around with the third person template.

I know that the ABP(s) for mannequin use acceleration and velocity to determine whether it should play run animation. AI Move To use the navigation system to move and by default it won’t set the acceleration (Use Acceleration for Paths is false) so the run animation won’t play on a AI character.

Fair enough. But I made a level where the player character spawn an AI character (only server actually spawns them and replicate them). I also wrote a function/method/blueprint event which gets called on client and runs on server and just make the AI character move to destination (using AI Move To and its equivalent in cpp).

But why the run animation plays only on client if I keep Use Acceleration for Paths false? The acceleration on client is not zero unexpectedly. Is there anything wrong with the AI character replication?

Here is a gif about this. Left side is the server, client is on the right.

The moving AI character only plays the animation on client.

UnrealEditor_KjzGXOLSi7