How to use AttachTo on Network (how to replicate)

Hello!

I have a weapon equip system which I’m currently making multiplayer compatible.

This had a pistol skeletal mesh attached to the player mesh and attached to the hand on equip with AttachTo. Worked perfectly fine on singe.

However right now with the networked setup the pistol only attaches to the hands on the server, on the client it stays at the holster position.

In detail:
-If the host equips the pistol it works fine, but the client does not see the weapon being attached to the hand.
-If the client equips the pistol, the pistol gets attached on the server but not on the client.

Here’s my setup for enabling the weapon:

Hoping for a fix please?

I know this is an old question, but this is something I’ve hit upon myself and I think it might be a bug.

In my case, I have a skeletal mesh that is a weapon that moves around after an opponent. On collision, it attaches to the opponent - all working fine on the Host and if local, but never on a client.
What I discovered is that if your Skeletal Mesh is NOT the Root Component, then the network replication doesn’t work properly!

So as soon as I made the Skeletal Mesh the RootComponent, everything moved, attached and replicated correctly!

If anyone else stumbles across this - I think it might be a bug, unless some Epic staff could correct or provide some more information?