Some CharacterMovement clarification needed

I don’t think there’s any extrapolation on the remote proxies - there’s just smoothing between the “current position” and most recently received position. I also can’t seem to include perfcounters no matter what I try, so I would just skip it!

Unfortunately calling ‘PerformMovement’ every tick on the server would be difficult to manage because there would be delta time discrepancies. If the server and client are running at even slightly different frame-rates, then the corrections will be constant. You’d have to change a fair bit of the way it works to do that.