Replicated variable modified by a client

Yeah, if you set replication, unless you have authority check and let the server side set the variable, it didn’t propagate the other way.(Like Tom’s example)
(Epic could change this behavior at anytime, so like you said, do tests would get rid of doubts.)

Also, from the link I shared, if you see the fine text, you will see description that they get rid of all the repetitive packets on receiving end, I would assume that Epic did similar for the out going queue as well.
Since network tick is not on the same rate as Event tick, I think all the update you call that RPC eventually only sends the last update when network tick happens.
And then server will update your character or pawn movement component to make them in sync.
Epic also have a recent video series talking about optimization, it’s a really long video about how you can optimized different aspect of things, I don’t know if it covers networking part as I dropped midway through.
I’ll check it again. But they have internal statistics that you can show network usage, like the amount of updates and such. here is the link:UE4 Rivalry Demo: How to Scale Down & Not Get Caught | Live Training | Unreal Engine - YouTube
Here is the recent blog post about simulate lag:
Finding Network-based Exploits - Unreal Engine

and here is my original answerHub question asking to show network statistics: