Root motion is not predicted over network?

Well, I have been testing UE’s Root motion with simulated 200 ms lag. What happened was that when any montage with root motion is played over some lag, its shift in position always come later from position replication.

So what we will see is a character playing some animation first then move later. This makes the whole thing looks very wrong. Is there anyway do fix this? Can we set network characters to always use root motion along with its animation?

Best.

Bumping this ! Would veryyy like to know this too.