Floatingpawnmovement replication

Hey fella’s,
Trying to move away from the physics force concept for my multiplayer game. Force was working fine with this method, but now that I have switched to floatingpawnmovement component, the client is unable to move. (the server can)

I have designed it so that the server will be in control of applying velocity. I have a rotation component aswell which works with this same method.

Just need some fresh eyes to show me what I am doing wrong. please ignore the ‘sails’ logic, as this was a quick fix until i had the proper concept.

i have two seperate events so that I can run the forward vector velocity on a tick so when the boat rotates, it moves in the right direction.

Is there something I’m missing with the float component concept? or is there a better solution to forward vector movement with replication?

I have another question…

I would like to use the networking of a character class. Would it take a while to create a custom character class without the ‘humanoid’ aspects?