Multiplayer: Client rotate but doesn't move correctly [check video inside]

Hi everyone, its my third day on this problem and I would really like to resolve it, I hope in some help. I'm trying to integrate multiplayer in my project, it is my first time with the subject, so I started reading about it [replication, RPC, etc...], and also looking at a lot of tutorials, and I have been able to do something, but, I think I miss one part because something is not going in the right way. Now if you see the video below, you will see the server and client window, the server works as expected, but the client for some reason cant move, it can rotate but when it tries to move it seems like it is trapped with bouncy walls around it[if you look the video you will understand what I mean]and does not move.
Now, I read in other forum posts, that this kind of errors should be related to how the movement is replicated.
I posted a screenshot to show you my movement on the x axis as it has been suggested by the latest multiplayer tutorial video I saw.It doesn’t work for me, the function is inside my character blueprint, I did many other tries, but what I get is always what you see in the video. I hope I told you anything…

[controller_error VIDEO][2]

…After many other tries, I have understood that my problem is about the possession, that character is not correctly replicated and possessed…I have seen many posts about this matter, but no one gives a clear answer to how to possess a client in the right way…I tried the ThirdPerson Template also, and there everything works good, I select 2 players and instantly another player is inside the game with all the movements replicated…there is not even the shadow of a controller blueprint inside the template…my research continues…

Hi, finally I found the problem, and it was not the replication or the possession as I thought first.
My problem was inside my character movement component, the option MAX ACCELERATION had a value
over 2048 and this was causing my issue with the controller.
Resetting that value to 2048 magically wiped the controller problem out.