Nice thread, but I wonder is it even necessary to update rotation on every tick?
I was also checking the spawning and sync movement as well, guess if I found something( I want to have a volume to spawn players in instead of fixed playerStart locations.)
What I think is(since I haven’t figure out how to do the random spawning part), when your input updates the Pawn, in Pawn blueprint where it sets rotation, make the rotation change replicatable by setting Replicate/ReplicateNotify(which creates an function).
And in the Pawn Blueprint defaults->Replication, there should already have a “Replicate movement”, and this should replicate all update regarding transforms of a pawn.