jittery rotation

When using “orient rotation to movement” of the CharacterMovement component in a client/server setup, the rotation ends up being jittery. This is not always visible, but the slower the rotation and the bigger the character -> the more jittery it gets.

My theory is that in this setup server rotation is being replicated to client, but there is no smoothing mechanism on the client that’d make rotation less jittery. I can only prove this by a video i made: