Flight sim Input replication prediction

Hi everyone. I have a full blueprint physics calculation in one function “Calc Jet Velocity” where all my physics are calculated into one vector which then adds to the world offset to the aircraft, and it flies
But for multiplayer…
My question is how do I replicate this calculated vector(or basically the whole function) without using a movement component as I would do with helicopters, but we know helicopters are 1000x slower than jets and therefore using the same rep system for jets would be 1000x times worse.

So I’m trying to replicate only raw inputs like raw acceleration, roll, pitch, yaw (which are 0-1), and so server gets client input and sets a bunch of floats or whatever for inputs (can skip replicating back to the owner obviously) and then all clients calculate the physics on their side while the Server-side calculation will have the most accurate calculation, and if client-side desyncs I would just do the trick with interpolating to the server’s side one. The thing is I don’t know how to do all that because that was a suggestion of a developer from one game…

You would just replicate locations, not physics calcs.
Physic calcs always just happen on each client.

So each client is in charge of its own simulation - and welcome to lag.