The client will need to have some control over this as well since they are the ones adding the input. You can run both server and client movement inputs in tandem so they are synchronized. It sounds like since you have server has authority checks, its locking out the client from performing the inputs.
Thanks for the reply.
As a result of continued experimentation, the character did not move even though AddMovementInput was called from the Tick function of the character class without any conditions.
I figured this was a problem with the project itself and ended up recreating the project…