This issue does affect TeleportTo and MoveTo operations as well. If the logic happened to fetch or compare against transform values during such a bad tick, the resulting computation will be off and it will likely result into jittery movement / animation. The logic server should always have clean values as it’s meant to be the source of truth. However this is not the case and many things are affect.
Even worse, this might also explain why some replay recordings have such strange jittery movement as the recorded values from the server were dirty.