Multiplayer Pawn movement synchronization problem

okay i found the problem:

in AActor::GetLifetimeReplicatedProps:

DOREPLIFETIME_CONDITION( AActor, ReplicatedMovement, COND_SimulatedOrPhysics );

then in APawn::PostNetReceiveLocationAndRotation:
if( Role == ROLE_SimulatedProxy )

so my Role is ROLE_AutonomousProxy

I’ve managed to hack around the issue by:

replicating the movement data myself, then faking a role change before applying the movement:

while not ideal, this works. Is there a better way to solve my problem thats not hackey?