How do I overwrite replication behavior?

This is a follow up question from SimpleMoveToLocation doesn't update the rotation in the local client - C++ - Unreal Engine Forums

Short story, I am trying to make the TopDown template mutliplayer ready but the animation and rotation state are not replicated to the owner.

I believe it is because of this

DOREPLIFETIME_CONDITION( ACharacter, RepRootMotion,		COND_SimulatedOnly );
DOREPLIFETIME_CONDITION( ACharacter, RelativeMovement,	COND_SimulatedOnly );

Is it possible to overwrite those settings?

I tried

void ATopDownCharacter::GetLifetimeReplicatedProps(TArray< FLifetimeProperty > & OutLifetimeProps) const
{
  DOREPLIFETIME_CONDITION(ATopDownCharacter, RepRootMotion, COND_OwnerOnly);
}

But it results in a crash.

Use DOREPLIFETIME_CHANGE_CONDITION in your derived character instead, like so:

void ATopDownCharacter::GetLifetimeReplicatedProps(TArray< FLifetimeProperty > & OutLifetimeProps) const
{
	Super::GetLifetimeReplicatedProps(OutLifetimeProps);
	DOREPLIFETIME_CHANGE_CONDITION(ACharacter, RepRootMotion, COND_OwnerOnly);
}