In my case, I think it jittered because the movement from the server was being replicated to the client, but the client was also doing its own movement. I got rid of the jitters by surrounding the code in my actor’s tick with if (Role == ROLE_Authority)
. However, this created another problem. The ticks did not seem to be as frequent or there were just a lot of frame drops.
Another way I got rid of it was by replicating any variables that affected an actor’s movement and setting bReplicateMovement to false. But then I was having to replicate a ton of variables, which didn’t seem like a good idea, but at least everything was smooth.
I’m still looking for a better solution.