Multiplayer lag in movement

Hi, I have this VR project that I recently turned into a multiplayer game (using the steam subsystem). Everything (or almost) replicate correctly however there’s an issue with movement. As a client, movement is very laggy (kind of skipping) even though it works just fine in the editor and the connection is strong (all other things work correctly). What could it be? Someone recently told me that the problem could be the fact that I use blueprints and that to replicate movement correctly for multiplayer you need c++ coding. Could that be the issue?
Thank you in advance!

Do you process pawn position change only on server or both server and client?
Usually, then you replicate movement, you create a server event to process position change and also call the same movement logic for client to smooth pawn movement from owning client side.
This is an example:

Server_ProcessMove is RPC which executes on server only.

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