Running into exactly same issue on 4.10.3
I tried both blueprints (character) and C++ code (player controller) and in both cases locally controlled clients
rotate much slower then other players.
void AMGPlayerController::Tick(float DeltaTime) {
Super::Tick(DeltaTime);
if(GetPawn()!=NULL)
GetPawn()->AddActorWorldRotation(FRotator(0, DeltaTime * 360, 0));
}
So if server is listen mode then it sees both characters rotate at fast rate, however on client side all non locally controlled players rotate fast but local player is slow and out of sync.
This issue causes jitter when I try to rotate my character when aim offset reaches a limit.
It seems issue is gone when character movement is set to not replicate.
If helpful I can provide a link to TPS template demonstrating this isssue