How to disable replicate correction (character movement)

I’m having a problem that interferes a lot in the gameplay. If I test on a dedicated server a little bad and with Net PktLag = 20 or more the character starts to teleport this is bad, because the server is correcting the location of the character, as I do so that only the client shares the location with the server but don’t let the server fix the location back to the owner client?

I fixed it by creating a function to call a Boolean variable from the character’s movement component look at the print.


hi, when and where do you call this function? what do you do with new param in the return node?