@ I briefly tested using the bIgnoreClientMovementErrorChecksAndCorrection however as you suspected it jitters when you re-enable it.
Since I only tried it very quickly there may still be a way to use it correctly.
I didn’t test it with ABLE, I had a wall climbing system with a similar issue. Still yet to really get into ABLE though I’m getting close to that point in my game where I will use it. So I still haven’t confirmed that I will have the same problem that the previous user did.