Networked Swing From Point Mechanic

I have been working at this for way too long and could really use some direction.
Bellow is a link and image of the original BP I had working. I used it for local multiplayer but once implementing Networked play add force would break for clients but not for server.

[Youtube Clip of local play][1]

So i simplified the BP and tried to have the server handle the application of force. (sorry the images happen in the order 1,3,2)

I may have done this wrong but I am also starting to feel like this is the wrong approach.

Essentially when everything is said and done I want the mechanic to work similarly to the hamster from Overwatch. I would consider physics but I feel that there would be too much latency. Maybe I am forgetting but I thought I was running into different issues with player collision when testing physics for this application. So preferably not physics…I have even considered spawning an invisible sphere at the tether point that only the grappling character can collide with. Another thing I tried was to make a physics swing and then allow the player to attach to the loose end which would spawn at the player. That also did not go well.

Rather than firing impulses, assuming
this is CharacterMovement you just
manipulate the velocity directly,
rotating the vector based on the
player’s orientation relative to the
grapple point. In order to prevent
them from going too far, you can also
VInterpTo their world position so that
they don’t go beyond an arbitrary
radius from the point.

I found someone talking about grapples on reddit but couldn’t connect with them. Manipulating the velocity directly? I am wondering if I could do something with the flying movement mode?

Another Idea I have is to treat the grapple that the character spawns as a vehicle…I may be trying this next.