Some CharacterMovement clarification needed

Yes, that does indeed happen but that only affects the client. I do get the moves applied on the server, problem is that if the character needed to be corrected it wouldn’t be done correctly since it can’t replay the moves.
I also tried to create my own component but couldn’t even get to compile it because of some weird PerfCounterModule.h error. I did include “PerfCounters” as a module in my Build.cs tho.
What I wanted to do was to PerformMovement on the server every tick and then correct by modifying the logic on ServerMove such that if the simulated server position differs significantly from the stated by the client it would get corrected but the movement would be actually simulated by the server every tick, not every time the server receives a move.