Replicating Actor Rotation

Update:

Okay I got it working and Cancel was absolutely right (marking your answer as the solution now).

There is just one slight adjustment which has to be made in order for it to work properly:

void ABaseCharacter::SetRotation(FRotator rot)
{
	OwnerRotation = rot;

	if (!HasAuthority() && IsLocallyControlled())
	{
		Server_ReportOwnerRotation(rot);
		OnRep_OwnerRotation();
	}
}

Do not call OnRep_OwnerRotation() or SetActorLocation before this if statement. Otherwise it will f*** everything up :smiley:

Thank you very much canel!