Pitch & Yaw replication issue

Hi, i just moved my pitch & yaw calculations from my animation blueprint to my c++ character class.
The server can see the client’s yaw and pitch updating, but the client cannot see the server’s yaw and pitch updating.
Here’s the pitch & yaw calculation into my character’s tick function:

	FRotator rPitchYaw = UKismetMathLibrary::RInterpTo(FRotator(Pitch, Yaw, 0.0f), UKismetMathLibrary::NormalizedDeltaRotator(GetControlRotation(), GetActorRotation()), DeltaTime, 15.0f);
	if(UKismetMathLibrary::ClampAngle(rPitchYaw.Pitch, -90.0f, 90.0f) != Pitch)
	{ 
		SetPitch(UKismetMathLibrary::ClampAngle(rPitchYaw.Pitch, -90.0f, 90.0f));
	}
	if (UKismetMathLibrary::ClampAngle(rPitchYaw.Yaw, -90.0f, 90.0f) != Yaw)
	{
		SetYaw(UKismetMathLibrary::ClampAngle(rPitchYaw.Yaw, -90.0f, 90.0f));
	}

And there are the declarations inside the character’s header file

UPROPERTY(Transient, Replicated)
	float Pitch;

	UPROPERTY(Transient, Replicated)
	float Yaw;

	void SetPitch(float value);

	UFUNCTION(Reliable, Server, WithValidation)
	void ServerSetPitch(float value);

	void ServerSetPitch_Implementation(float value);

	bool ServerSetPitch_Validate(float value);

	void SetYaw(float value);

	UFUNCTION(Reliable, Server, WithValidation)
	void ServerSetYaw(float value);

	void ServerSetYaw_Implementation(float value);

	bool ServerSetYaw_Validate(float value);

and then the functions:

oid AULCharacter::SetPitch(float value)
{
	Pitch = value;

	if (Role < ROLE_Authority)
	{
		ServerSetPitch(value);
	}
}

void AULCharacter::ServerSetPitch_Implementation(float value)
{
	SetPitch(value);
}

bool AULCharacter::ServerSetPitch_Validate(float value)
{
	return true;
}

void AULCharacter::SetYaw(float value)
{
	Yaw = value;

	if (Role < ROLE_Authority)
	{
		ServerSetYaw(value);
	}
}

void AULCharacter::ServerSetYaw_Implementation(float value)
{
	SetYaw(value);
}

bool AULCharacter::ServerSetYaw_Validate(float value)
{
	return true;
}

Then i simply get the pitch & yaw in the animation blueprint’s event blueprint update animation.
I replicate my others variable the same ways and they work well, i don’t get why this happens.
thank you in advance for your help.

Still looking for an answer, i’m going to move it back to the anim blueprint temporary untill i find an answer.