Simple replicated physics jittering

Whoever has control over the moving thing also has control over the transformation it undergoes.

In that case, it is only appropriate for the server to relocate it. Otherwise, transform incompatibilities will arise.

If this actor is being moved by the server, the client does not need to know its velocity in order to make any in-game adjustments. The next update to the server will overwrite any changes it makes.

Unless specifically configured to interp seamlessly across n frames, replication corrections always take the form of a teleport. basketball stars