I kinda get the system down as well, albeit looks different from yours, I don’t know if it’s correct(edit: by correct I mean I merge input event flow that could have some sort of conflict, but all my control feels fine no interlocking at all, maybe or other Epic guys could tell us if this is a good/bad approach), but here is what I have for replicated movement.
EDIT: Please note that my control does not use any physics simulation at all, and will go through everything even if my pawn is set to block all. It is because I force update actor location without checking hit event.(I don’t even know if you don’t simulate physics, will hit event ever emit.) I know we shouldn’t reinventing wheels, but this is for study purpose for me, so use at your own risk.
Here is my pawn setup, that “Use Controller View Rotation” option almost drive me nuts, after check that off all the camera behavior was solved.
Here is the part to handle movement related input
Here is OnRep called when force vector is set
Here is torque input and OnRep Torque
And finally, the part doing update and some debug input to do a break(I haven’t implement damping yet.)
And here is the result(spawn still using 's method, but use teleport):