Enemies and master player move while other players don't

In the past, the player moving was controlled by the client. But in that case, all speed effects had to be replicated to client, and the cheating was possible. I decided to fix this but non-master players stopped to move. It is especially weird because enemy moving always was controlled by the server and it worked, and because movement input applies to Pawn, and both players and enemies are Pawns. I tried to set a breakpoint on the Set Movement Input Node, and saw that this node executes and its input pins have correct values. What can be the problem? Answers that there is necessary complex setup using C++ are not accepted because of 4th sentence of this post.

Hi,

But in that case, all speed effects
had to be replicated to client, and
the cheating was possible

I’m not sure I understand that. The client can set any value locally, AFAIK there is not much you can do to prevent that. Or did you mean replicated from client to server?

I decided to fix this

How? So what code did you have before, what code do you have now?

I’m not sure I understand that. The client can set any value locally, AFAIK there is not much you can do to prevent that. Or did you mean replicated from client to server?

These two points are not lniked together.

How? So what code did you have before, what code do you have now?

Here are the blueprints of moving player and enemy.

Bump. The topic is actual.