Come Learn Blueprint Multiplayer with me! (aka 's a Glutton for Punishment)

Take a look at my new post above. that should get you up to speed with the movement replication. Its still relies on the built-in replication to get the position and rotation to the other clients, but you’ll see how that all works, I think.

I’ve also been thinking about the player start issue. My system works fairly well for a racing game, where the player will always want to spawn in an ordered location and only ever once per match (unlike deathmatch for example.) I was thinking of doing a Get all Actors-> Pawn within a certain distance of each player start to see if they are valid, rather than relying on the tag system.