Hey!
You can implement any number of custom movement logic in movement comp or you can create whole new custom movement comp from scratch.
However i think first solution is easier and you can still use epic’s character movement logic.
To use custom movement logic you need override this function in your movement component.
virtual void PhysCustom(float deltaTime, int32 Iterations) override;
If you set your movement mode to custom engine will call this function in each frame like he call other movement modes normally.
Then in this function you can do your own logic, replication, client prediction etc…
you can switch on enum if you wanna more custom logic inside of this function…