The VR Expansion is still very laggy so continued with my own trial and error setup.
I followed this tutorialhttps://youtube.com/watch?v=WFAy5nYWCRE
I think the main with problem this approach are the “run on server” and “multicast” functions,w replicate the data back to the client - which has already moved the pawn through its own input - before calling the ROS. So it’s kind of being moved twice, creating the crazy behavior.
I suppose the right way is to communicate just the input data to the server which then multicasts the actual movement. But I didn’t figure out how just grab the motion controllers transforms, since they seem to apply all the transforms automatically by default.
So I just multicasted the transform data to a static mesh component of the pawn which is just a visual representation of the players location. Guess that’s a cheap workaround but maybe it helps anybody with a similar issue…