Player position desync with walking on socketed platforms

I discovered some strange behaviour while socketing a platform to a mesh. The players position on the server becomes hugely out of sync with the client, only resolved once the player jumps, or leaves the platform.

I captured a video to demonstrate this behaviour.
[Video][1]

To create this bug, add a socket to a mesh, attach an object to that socket, spawn in the object and replicate it, then jump on it and collide with something.

I may have solved my own question. The object which the platform was socketed to was being replicated, but the platform itself did not have the replicated boolean set to true. If both the base and the platform’s replication boolean are set to true, the desync does not occur.