Hello…
I got a problem. I have a class derived pawn as my character.
I have switched on the replication for it.
bReplicateMovement = true;
bReplicates = true;
But the problem is it replicates for all other clients except itself. I am passing the input to the server and making movement changes on it.
I just need the movement to updated on the clients. The movement is getting updated to all other clients except the owner.
Its same for all clients. I can see all other pawns moving on my screen except its own pawn which stays at a place.
http://s3.postimg.org/7l6o20fpe/Capture.jpg
I believe that Pawns use client-side prediction for movement. In essence, the owning client drives the character around and notifies the server. The server replicates the movements to the non-owning clients, and corrects the owning client if it gets too far out of sync. This way there is immediate response to player inputs on the owning client. Someone please correct me if I’m wrong. 
Here are some pieces of code (4.5.1) that seem to be evidence of this:
void AActor::OnRep_ReplicatedMovement()
{
if( RootComponent && RootComponent->IsSimulatingPhysics() )
{
PostNetReceivePhysicState();
}
else
{
** if (Role == ROLE_SimulatedProxy)**
{
PostNetReceiveVelocity(ReplicatedMovement.LinearVelocity);
PostNetReceiveLocationAndRotation();
}
}
}
void APawn::PostNetReceiveVelocity(const FVector& NewVelocity)
{
if (Role == ROLE_SimulatedProxy)
{
if ( GetMovementComponent() )
{
GetMovementComponent()->Velocity = NewVelocity;
}
}
}
The locally owned client has a role of ROLE_AutonomousProxy and the other replicated clients have ROLE_SimulatedProxy. The code above seems to confirm that the replicated movements are only applied on the simulated clients.
Hmm…
Even if I do client side predicted replication, I still want the to check with the server where exactly I am going. I think I might have to get the ReplicationMovment structure and compare with it manually.