It’s always the same specific player on that specific PC. Doesn’t matter if they’re third or second or if its only them and the server. I think it has to do with framerate on their end (over 90fps), because the same player on their laptop doesn’t exhibit the issue.
Did some more digging and I’m speculating that it may be related to this? In this post (linked below) I saw someone claim that in the source code, CharacterMovementComponent can be found manually ticking the pose of the character mesh which, if true, sounds like something I really don’t need.
It makes sense though, because I’ve definitely seen other cases where, during bits of latency or framerate dips, a client may have their animation appear briefly choppy. I want my animation’s to be evaluated completely locally, only syncing a variable now and then to drive it.