I am using the Multiplayer World Origin Rebasing function in my multiplayer FPS game. I redefine the world origin by using “SetWorldOrigin”, to prevent the first person skeletal mesh shaking resulted from floating-point rounding error. However, when the origin is redefined, the character movement in the clients become jolting, especially in a high latency network. After executing “p.NetShowCorrections 1” in the client, I noticed that the character movement was frequently corrected. This problem exists in shipping versions.