When I set the node SetReplicateMovement to false, the actor starts moving extremely fast. When enabled, the speed returns to normal. Very occasionally, the speed stays normal when the node is set to false, so it doesn’t happen 100% of the time. I have tested this in a fresh third person project.
I am running the SetReplicateMovement on the server and then multicasting to all clients.
This problem waste me a lot of time, finally I find way to slove it. But only can fix it in cpp
Character.cpp void ACharacter::PawnClientRestart()
This not a blueprint callable function, and you can encapsulation it into a blueprint callable function if you want.
So just do like this:
ACharacter* ACharacter
Character->SetReplicateMovement(false)
Character->PawnClientRestart()