out of the box, our hand tracking animation blueprints don't support multiplayer. To add multiplayer, the hand bone rotations and optionally positions need to be replicated up from each client to the server, and then downwards to each client, and the server itself, if not running as a dedicated server.
Then the animation blueprint (for example LeapLowPolyLeftAnimBP), needs modifying such that each remote player's animation runs from the replicated bone state, rather than the local Leap hand data. This can all be done from blueprint.
Each local player's animation can stay the same as it'll read the local leap hand data.
If using the Bodystate based blueprints, this will be more complex as the multiplayer implementation would need be done in C++ between the player pawns and the BodyStateAnimInstance class.
I hope this helps!