Hi ,
Thanks again for spending time on this issue.
Except that rotation is not replicated to controlled pawn so there is no server trying to replicate rotation client at same time it’s doing it. I actually improved test that is showing problem way better using a delay node and removing lerp from test.
Try same character blueprint but with this graph instead:
http://puu.sh/kvbft/015afc63ef.png
You’ll see that server is not turning in any ways as it doesn’t fire rotation which is normal, though you will see client turning but flickering when it calls rotation and actually skipping some rotations. That is what is slowing down lerp in first example. If I turn server side only it just works but owned client isn’t rotating, only for other clients.