CharacterMovement AddForce Replication stutter

I can’t understand why AddForce causes character stutter on low velocity while it works just fine with the input vector
Also, adding force on server and client causes behavior very different from singleplayer mode(need more force in single to leave the ground)

This is what happens on client:

I’ve modified air control so in the video you can see that slow horizontal move is fine while vertical acceleration stutters because client tries to fall while server accelerates up

My actors: default Character and Volume that adds vertical force

replication takes time. I’m assuming it’s happening on the client as well as the server resulting in the stutter as the replication rubber bands the players position to match the server.

Have the volume only check if it is the server might solve the problem quickly.

298148-isserver.png

A better solution would be to have it run a server only function that handles the update.

Adding force only on server will do nothing but cause stutter to worsen.
Using RPC every tick is no good, it will introduce big latency and it will work over existing system.

You can see in the video that server accelerates while client speed gets reset to zero on sync

Player position already updates constantly if replicates movement is true. That being the case, the issue is with the simulated physics. The position is updated, starts falling, then updated again. A cheat would be on entering the volume, turn off gravity and on exit, turn it back on.