I am working on a project with substantial custom movement logic built on top of the CharacterMovementComponent, and I have encountered a situation in which during a correction I would like to force the client to adopt the servers view of some of the associated state. My understanding is that this is usually done via ClientAdjustPosition, where things like movement mode, movement base, etc are set to match that of the authority. I would like to add to this list of properties that are set during a correction, but as I understand it there is no clear extendable way to do this. Am I missing a place where this can be done? If not, do you have any suggestions as to how to do this without making significant engine changes?
Thanks!