Thanks for that hint, will try it out.
I also tried, setting Network Max Smooth Update Distance to a higher value, which is exactly that, what should help out to fix the stuttering. The description says:
“Maximum distances character is allowed to lag behind server location when interpolating between updates.” But even at 10x higher values, when I activate “p.NetShowCorrections=1”, I see the same corrections, sadly. It doesn’t do anything.
Also, that green area in the second pic, the offset area between server and client. That happens also, if I just accelerate forward. But I can’t go through any wall at the client, even at 800 units/seconds, which makes the area quite big at the rear part of the platform. It seems, the character movment component checks the correct relative position at any lag, as long as I’m not turning in any other direction but straight ahead while accelerating.