Jittery Movement in client when using the Gameplay Ability System Attributes

So far i’ve tried to make an RPC Multicast function to change the movement component speed, which is handled by the binded function to the attribute change in the player state. It is called by the player state on the server. But unfortunatelly, it did not work, the client player kept the jittery movement

I also tried to use the bIgnoreClientMovementErrorChecksAndCorrection, but with no effect too.