I know but... replicated ragdolls?

So, I am trying to have characters go ragdoll on explosions and go back with a button press. Its working very well in singleplayer, but multiplayer is giving me a hard time. I can succesfuly make each client go ragdoll but their positions arent synchronized. Now, I have already read about ue4 being unable to synchronize ragdoll physics, but I only need to have capsule components synchronized, the actual arms and legs can be calculated purely on the client side. I have created a function where, if run on server, character goes full ragdoll and capsule component is parented to the skeletal mesh root. If run on client, the pelvis (using ue4 default skeleton) stays parented to the capsule component and every other bone is set to simulate physics. In other words, position is calculated on the server and client gets dragged along. Only problem is that server side works flawlessly but on the client, the capsule component stays still and is not updated until the character is unragdolled on the server, at which point it just jumps to the new location.
Is there a way to update capsule components transform from server at all times?
Or is there another way to do this?