Multipleyer Spring Arm doesint inherit, pitch, yaw or roll

Latency will have a huge impact on this unless you implement something akin to Rewind Time. Essentially character buffering. You’ll also need a solid network clock. UE’s default implementation can be off by a sec~.

Average latency in most shooters is around 80ms. Yet you will have quite a few players with 100ms+. It’s not uncommon to see a good chunk of the players on a server with pings over 200 and up to 500ms.

Server provider/network/topology has a huge impact on this. Cloud vs DC rack etc.