Why won't client pawns animate across server?

I figured out the problem and got the animations to finally replicate across the server. when assigning the animation blueprints in code like this, each state that changes the animations in the blueprints must be replicated.

so in the header:

UPROPERTY(EditAnywhere, BlueprintReadWrite, Replicated, Category = Team2Pawn) 
bool bIsRunning;
		UPROPERTY(EditAnywhere, BlueprintReadWrite, Replicated, Category = Team2Pawn) 
bool bIsWalkingY;
		UPROPERTY(EditAnywhere, BlueprintReadWrite, Replicated, Category = Team2Pawn)
bool bIsWalkingX;
		UPROPERTY(EditAnywhere, BlueprintReadWrite, Replicated, Category = Team2Pawn) 
bool bIsJumping;

Etc…

then, in the cpp:

void ATeam2Character::GetLifetimeReplicatedProps(TArray< FLifetimeProperty > &OutLifetimeProps) const
{

DOREPLIFETIME(ATeam2Character, bIsRunning);
	DOREPLIFETIME(ATeam2Character, bIsWalkingX);
	DOREPLIFETIME(ATeam2Character, bIsWalkingY);
	DOREPLIFETIME(ATeam2Character, bIsJumping);
	DOREPLIFETIME(ATeam2Character, bIsAttacking);

}

i guess its obvious enough, but i wish there was a little more clarification on some of these things. blueprints abstract a lot of details. maybe i’ll write a tutorial later.