Testing out to make sure every player gets the same initial death montage prior to ragdoll death for enemies. Was banging my head against the wall on this one, since i setup all attributes on the BP component that the pawn character has, i also setup variables as replicated, but that fuckered everything. soon as i setup certain variables to be non rep, calling to server --) to multicast worked magically. so that random pause in place death anim, is expected. from there, the pawn then transitions into ragdoll death. which creates a more believable death with pre-computed bone locations prior to environment influences. from there, it'll make it so direction hits and impact weights could potentially influence which death montage is triggered.