Multiplayer movement warning

I’m sorry I didn’t notice last time, but you’re also using wrong Get Control Rotation node. You want to use Get Control Rotation with Target is Pawn node, and attach that to your Get Controlled Pawn node. Otherwise your clients will all rotate according to Server’s Controller.

As a reference, here’s how I have basic movement set up in my top-down project, and this works fine with multiple players:
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I haven’t messed around with Movement using Server nodes yet… this doesn’t seem like right way to do it, and shouldn’t be necessary, but I’ll look into it this afternoon and see what’s going on with that. In meantime, try setting those back to regular Add Movement Input nodes (minus Switch Has Authority check) and test to make sure your pawn is moving as expected with change I suggested.