I have not updated my project for 4.10 as I’ve moved onto another project but that still works on 4.9.2 which is what my test project is set to. So it could be possible this is no longer valid if the issue is occurring.
My issue was that when I possessed a Vehicle and drove it within net cull distance range of another Vehicle that has actually moved from its spot on the other client that owns it, that Vehicle on my view didn’t teleport correctly to its position.
When you hover over the “Use Client Side Camera Updates” the dialog says “True if server will use camera positions replicated from the client instead of calculating them locally.” From the Relevancy documentation, the server determines which actors are relevant to the clients. If an actor passes all the checks to make it relevant for a client, at some point along the tests it would see if that actor is within net cull distance of the clients view camera position, and at this point, I assume that, allowing the server to calculate the camera positions locally will be the most logical solution as the server knows all, if those actors are owned by the server. If this was left on then I assume that only the Character class (Character Movement Component) sends camera positions to the server. For all other Pawn objects the server is using incorrect camera view positions as the positions aren’t sent.