I quickly solved it by just running a custom event set to “run on server” calling a custom event with my movement logic set to “Multicast” I fed the axis values in as a parameter to the multicast and into the server event from the movement input if that makes sense. I’d leave these unreliable and tune down your net update frequency until its just smooth enough. You can replicate variables and set them, but it gets really complicated I’m still working on optimizing that. I also had to make the same exact logic on another custom event set to “Run On Owning Client” for the client’s side.
If you haven’t already, check your editor preferences and turn off network emulation. If that’s on at all it’ll jitter like crazy all the time. They should call it “Add Lots of Jitter” with a little tick box lol.