How to disable a collision without making a laggy client jittering?

Hello !

I have successfully implemented a Dash in my game, working perfectly on both client or host, but, there is a problem,

While dashing, the capsule component collision doesn’t block anymore Pawn, witch is what i want, but when i emulate like 50-100 ms of latency, the problem happens

When the client dash through the AI Enemy pawn, he’s teleported back in front of the enemy (because, on the server, the client didn’t dashed yet, and the collision’s still blocking) and then, get teleported again to the dash final location.

The only solution i found is to never block pawns, and so, the dash will only ignore damage, no jittering, but that’s kinda weird to pass through everyone…

So, could it be possible to include the collision change to the client prediction easily ?

I dont think i have the C++ knowledge to do it for now, and there is not much documentation on AbilitySystem networking or MovementComponent

Thanks a lot !