Set Physics Enabled and Ragdolls not replicated to new clients?

We have a multiplayer game, where the player ragdolls on death but the camera is left attached to the head so the player experiences the ragdoll effect in first-person. This is fine and all, but I found that clients that connect to a game in progress will see the player actor in their “default” collision/physics state instead of as a ragdoll (even if the ragdoll simulation has to just be clientside for the sake of network bandwidth, the problem is seeing any ragdoll in the first place).

What do I do so that connecting clients see the player as a ragdoll instead of the default player pawn?