Sprint System Rubber Banding (Blueprint)

Hey @3dRaven! :smile:
Thanks for getting back to me! So, I figured out the same thing but also with Ignore Client Movement Error Checks and Correction which is I guess effective for long term high speeds (e.g. sprinting), are there any downsides to using this that you’re aware of? As though it runs only on the client and there aren’t any snapbacks after sprinting with it, even on high ping.

Cheers! :slightly_smiling_face: