Quick answer: Wrap JumpToSection in a Multicast RPC. Or set bReplicateMontage = true on the AnimInstance for native replication.

Combo system jumps to the next combo section on the server. Clients see the montage stuck on section 1.

The Fix

// C++: AnimInstance opt-in
UPROPERTY(EditDefaultsOnly, Replicated)
bool bReplicateMontage = true;

// Or BP: Multicast wrap
UFUNCTION(NetMulticast, Reliable)
void Multicast_JumpComboNext();

void ACombatant::Multicast_JumpComboNext_Implementation() {
    if (auto* AI = Mesh->GetAnimInstance()) {
        FName NextSection = GetNextComboSection();
        AI->Montage_JumpToSection(NextSection, ComboMontage);
    }
}

Server calls Multicast; everyone executes JumpToSection. AnimInstance bReplicateMontage is the lighter-weight path for predictable montage flow.

Verifying

Two-client PIE. Server triggers combo. Both clients see section transitions. Without replication: only server sees correct progression.

“Replicate the section. Combo agrees on all clients.”

Related Issues

For replication scope, see replication. For Anim BP cached pose, see cached pose.

Multicast or native replication. Section lands.