Yeaaaaaaa… Non physics movement replication is not smoothed or predicted in engine at all. However that grip type is simulating so it falls under physics but the constraint is server sided only so the predictive part doesn’t work anymore since the constraint effects it (its a velocity prediction, nothing fancy). Perfectly sync’ed physics prediction and replication is a hefty topic and not something the engine supports natively.
is why the default movement mode is client side and creates the constraint on all clients so the movement is “sync’d” as well as possible without latency.
You can run interpolation and manually send the location yourself but when the object is colliding its not going to look good, if you ran a non physics grip than interpolation between most current known state and the one before it would be the best choice likely.
Thanks a lot for the help (and sorry for the late reply!). For now I think I’ll try to make it completely server authorative and just interpolate the position in the client, and see what happens from there.