@3Gi
I’m not really sure. I don’t know all of the intricacies of Replicate Movement. If you have specific questions about when it jitters and desyncs for you, I can probably answer better.
I think Unreal’s replicate movement doesn’t have a buffer of states though like SmoothSync does. This means that even if you have a network hiccup of .1s, if you set your InterpolationBackTime (a SmoothSync variable) to .1s, you will see zero jitter.
If you go passed this number that you set, SmoothSync will then extrapolate and attempt to do it as smoothly as possible.
Let me know if you have any other questions.