[Video] Player-Controlled Replicating Physics Movement, Simulating Physics!

Nice one !

So just a couple of questions regarding this, the client simulates all of their movement locally and there’s never any latency between keyboard input and the client actually moving?

The idea is that you send the Client’s Position, Rotation, Velocity and Ang Velocity on tick via RPC (but ONLY if the pawn is controlled by a player), and the Server accepts those values and sets them for all other clients as well. I guess this means that it is possible for a client to ‘cheat’ but it would be up to the Server to perform some other kind of checks itself to see if a move was possible or not.