Action Processors only work for the host

I’m trying to create a local multiplayer game, using the new input system. And in order to control the mouse sensitivity, I added Scale Vector 2 Processor to the action. The same action uses virutal camera in Cinemachine Input Provider. The problem is that the sensitivity only works correctly on the host, on the other players the sensitivity is not applied.

   private void Start()
        {
            if (!IsOwner)
            {
                enabled = false;
                velocityText.gameObject.SetActive(false);
                targetSpeedText.gameObject.SetActive(false);
                currentSpeedText.gameObject.SetActive(false);
                return;
            }
            enabled = true;
            velocityText.gameObject.SetActive(true);
            targetSpeedText.gameObject.SetActive(true);
            currentSpeedText.gameObject.SetActive(true);
            cameraTransform = GameObject.Find("Main Camera").transform;  
            inputHandler.OnMove.AddListener(ChangeMovementDirection);
            
            
            playerInput.actions.FindAction("Look").ApplyParameterOverride((ScaleVector2Processor p) => p.x, FPVlookScaleX);
            playerInput.actions.FindAction("Look").ApplyParameterOverride((ScaleVector2Processor p) => p.y, FPVlookScaleY);
            
            
            StateMachine.Initialize(DefaultState);
        }

I solved the problem by simply creating my own input provider, just like here Cinemachine InputProvider caches InputActions so overrides do not work
But of course that doesn’t answer the question why Action Processors don’t work on clients.