Suggestions for a refactor of Character Movement's Netcode, for better diversity.

When thinking about the movement component use for something other than characters, we could really use a fixed timestepped physics on it.

I’ve done this myself for my own custom approach, mainly because things can move really fast with vehicle physics. Even a small difference in physics calculations would require quite big corrections from servers side. To be able to simulate fast paced physics on both client and server, you really don’t want the framerate to play any role on how the physics get calculated. As far as I know, CMC has substepping option, but it still splits the time in variable steps rather than run them all at same fixed timesteps.

If CMC would ever get redesigned, I’d really hope to at least have an option to run the it’s physics at fixed timesteps (also wish Unreals PhysX integration allowed this as well but that’s a whole another topic).