Able Ability System Info and Support Thread

Can you talk me through the multiplayer control flow of abilities that have branching?

For branch conditionals like UAblBranchConditionOnInput that rely on an input component that only exists on the auth client, how are abilities with input driven branching meant to be kept in sync on the client and server in multiplayer?

If you start ability A, and it branches to ability B, the server isn’t going to be able to properly evaluate that branch if it uses input conditionals, so the ability is going to get out of wack. Is the intention that in these circumstances the auth client will act as authority and ‘correct’ the server when it decides to branch?