Custom Movement Mode Creation

That’s it! I’m pretty sure that’s what he was looking for. In any case that is exactly what I was looking for so thank you so much for the reply.
Blueprints FTW!
So just to double check, every custom movement logic I write as an extension of the character movement component (as shown in your blueprints example screenshot) will also automatically make use of the inherent replication, smoothing, correction and simulation functionality built into the character movement component. Is that correct?