Is there a code solution to the inaccurate replication of values set on CharacterMovementComponent?

Setting the friction and braking deceleration (or others) in the CharacterMovementComponent via blueprint works with 0ms latency. With simulated latency at 150ms there’s a slightly noticeable correction. Any higher and the character visibly snaps.

Is there a way to implement a work-around in code by overriding functions in the CharacterMovementComponent? I’m already using a custom one for this possibility but haven’t needed to change anything yet.

I imagine that I would need to add the setting of the friction and braking deceleration to the saved moves list. If so, can someone give an explanation? A brief one should suffice.

Cheers.