I am trying to work on a boat pawn that players control in my multiplayer game. It is designed around a dedicated server framework.
I am learning a lot and the issue that arises is that the clients see the pawns jittering (even their own controlled. I have been reading a bit, and I am pretty sure that I have a problem with the client predicting movement and being corrected by the server.
What resources out there could guide me on where I need to implement the interlope for the server correction? Is it as simple as creating a customer event with server authority?