I’d like someone to correct me on this. Basically, the character movement component has its own set of network rules that make customizing it a pain.
Keep in mind that in a multi-client environment, even if you set speed on yourself and server, other clients will percieve you jittery ,because they have not recieved an update that you should be moving faster but the server is telling them you are farther ahead in space. In some cases, updating on server will automatically update on every client, but that’s usually for simple RPC components and variables. The easy solution is to go through server then through multicast to every client. That way the change fires first on server then on everyone else. But this results in a delay from the user until the server grants permission (2x lag, essentially). So you can mix this with fire on self, and fire through server through multicast. What this is doing is setting a personal change, then asking the server if this change is legal (run on server, will only update on the server, but multicast will update on server and EVERYONE else); if you have 1000 ms ping, you should be completely able to sprint freely for 1 (10?) seconds until the server deems the change legal or illegal. If legal, there will be no change to you. If illegal, you will rubberband back to the position you were in when making the request to server.
Depending on the movement, you might never get it fully working across the network. The end-all solution is to un-replicate the movement component and broadcast your player transforms yourself, but that can be really tedious for unexperienced users.
I have experienced rubberbanding with some multicast stuff and ended up building a function node to basically nerf the multicast behavior. So multicast inherently broadcasts to everyone including the server and the self. So the function just excludes the self, so there is no waiting on server. You wire up your event to fire on self, then you send up your server to multicast events, then run through this function before firing the network event. I’ll post the screenshot later. Got to get to my work computer!