What about networking? My guess is it’s not supported, since you don’t mention it and from my experience implementing “classic movement” in C++, I can’t really see how you could integrate this properly with movement prediction, without recreating the entire movement networking code in Blueprints (which would be a gargantuan task to say the least).
I think this is important to be aware of though, since most games interested in this form of movement are probably multiplayer twitch shooters, where state of the art movement replication is extremely important.