Smooth Sync: Sync your Transforms Smoothly across the network

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Ah sorry, “both Unreals Movement Replication and with SmoothSync” belongs after “I tried the normal Pawn Class again”, messed up the sentence…

I filter out if the Pawn is locally controlled, if it is, it ticks and has Physics Simulation on
If it is not locally controlled, than just do nothing and wait for replication.
Also only add force if it is locally controlled and completely ignore if it is not.
As I mentioned, it works completely fine if the Pawn is controlled by a PC.
I tried also to crack up the send rate, the net frequency and set net dormancy to never. I though maybe Unreal is limiting something on Mobile but nothing has changed.

What works on PC and Mobile:
*Unreals build in Movement Replication (but I have to activate Physic Simulation on the not controlled Pawns, what I want to avoid to save perfomance on physics calculations on mobile devices…
and
*Get actor location and rotation on tick send it as repNotify (skip Owner), and in the RepFunction set the location/rotation of the corresponding pawn on the other clients with lerping from current position.

Only works on PC:
*only simulate if pawn is locally controlled let SmoothSync handle all the movement replication with extrapolation.
the mobile pawn just stops replication after a few seconds while receiving all the PC clients as usual.