[Networking] Interpolating replicated movement data in Pawn, without modifying source

This is the correct way to do client prediction, though I haven’t got it working myself.

Since you only really need to work with movement, you could store it as a vector depending on how your movement works. (A vector would allow for direction and strength)
If your movement is more complicated, you’ll need to store whatever is relevant. (but ONLY movement related input)

Yes, just set position and velocity to whatever the server gives you :stuck_out_tongue:
The issue is rolling it forward again, as it requires you iterating through all of your stored frames and simulating physics on your actor without actually progressing time… this leads to your next question.

This is basically where I gave up, although you were talking about Super::Tick() and I wondered if it could be used for this if it works.

Good luck, I’m eager to hear of any more ideas or progress.