Rotations aren’t corrected from the server, they assume that a capsule based character doesn’t care about rotation since it doesn’t effect collision and leave it client authed. Also the client isn’t “sent back” to the servers transform unless the deviation gets out of a set range.
I changed this up in my vr plugin and made rotations also be server authed, you can look at the repository around the client correction area to see how I at least did it.
You could also change the character over to use direct rotations instead of control rotation by passing in the rot instead of control rot where it gathers the data and applies it.
Regardless the client sends up its rotation every move to the server to use, if you require set rotations between movement steps you need to play that back on the server in the same sequence.