SphereComponent SetSimulatePhysics not working in multiplayer

I’m making a game where players are physics balls that roll around, Super Monkey Ball style. My pawn’s root component is a SphereComponent with physics enabled and movement is achieved using UPrimitiveComponent->AddForce(). In single player, the movement and stuff works fine. However, in multiplayer (playing in editor with 2+ players selected), SetSimulatePhysics(true) seems to have no effect when called. The Simulate Physics checkbox is unchecked for all the Pawn’s RootComponents and they all just hang frozen at their spawn points.

ABallPawn::ABallPawn(const FObjectInitializer& ObjectInitializer) : Super(ObjectInitializer) {
    bReplicates = true;
    
    // Create physical component of the sphere (is root component)
    USphereComponent* SphereComponent = CreateDefaultSubobject<USphereComponent>(TEXT("RootComponent"));
    RootComponent = SphereComponent;
    SphereComponent->InitSphereRadius(50.0f);
    SphereComponent->SetCollisionProfileName(TEXT("Pawn"));
    SphereComponent->SetSimulatePhysics(true);
}

I tried calling SetSimulatePhysics in a variety of other events (BeginPlay, PossessedBy, etc) to no avail. Any ideas how I can get this to work?