Thanks for the response. Actually, in my case, I do want to move the pawn on the server (true server authoritative). I have considerable reason to believe this won’t work in the long run, but that’s what I’m trying for at this time.
I experiment with client authoritative, however. I created a separate pawn blueprint to keep the server authoritative and client authoritative setups in completely separate blueprints.
As with the server authoritative blueprint, I simply apply a force in the x-direction (just on the owning client rather than the server). In this case, the pawn does move, but it produces this horrible jerky, teleporting behavior. The pawn jumps forward a bit, jitters in place for 3-5 seconds, then jumps forward a bit, rinse, repeat. I’m not using network emulation, btw.
Additionally, I tried removing physics altogether and just moving the pawn by incrementing the pawn’s world location in the x-direction every tick. Same jerky, jittery, teleporting behavior as with physics.
As with the server authoritative blueprint, I tried both of these approaches with the client authoritative blueprint as just regular scene objects (objects I just dragged and dropped into the scene/map rather than having them spawned in at runtime). Just like with the server authoritative setup, both of these approaches work well in this scenario. The pawns move smoothly with no issues.
It really seems like the issue has to do with the spawning and/or player control/ownership of the pawn. If it spawns, it’s screwed. If it’s part of the scene/map, it’s fine.