I managed to solve part of the problem, the client lag under high pings, this is a client with 100 ping with network emulation:
I figured out that in my case, i needed to make “client prediction”, or at least i think it’s called that way, where the client calculates the mouse hit location and the character lookat rotation, and it transmits this information into the server calculation, which in turn, multicasts that same information to the other clients.
I had to turn my Look At event in the character blueprint into a function, allowing the function to have outputs, then i added a vector and a rotator variables on the output, that would allow me to transmit the information calculated from the function into the server, and so on.