Quick answer: SkeletalMeshComponent: VisibilityBasedAnimTickOption = AlwaysTickPoseAndRefreshBones, Tick Animation On Dedicated Server = true if root-motion replication depends on server pose.

Server runs root-motion sword swing. Server’s mesh isn’t actually animating (default), so the swing’s bone-derived translation never replicates correctly. Clients see snap.

The Fix

USkeletalMeshComponent (Mesh) settings:
  Visibility Based Anim Tick Option:   AlwaysTickPoseAndRefreshBones
  Component Use Fixed Skel Bounds:     true   // avoid culling on server
  Tick Animation On Dedicated Server:  true   // for root motion

For pure visual character (no server-pose-dependent gameplay), keep dedicated server animation off and prefer client-side anim updates with RPC for events.

Better: Root Motion Source

Use FRootMotionSource for ability-driven movement. Server replicates the source spec; each client reproduces the move locally. Bones don’t need to round-trip.

Verifying

Run dedicated server build. Player swings sword. Other players see correct end position. Without ticking on server: visible misalignment between server-authoritative root and client mesh.

“Server ticks pose, or use RMS. Bones agree.”

Related Issues

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

Server ticks bones. Or root-motion source. No snap.