What does the Server handle better?

Hey,

So in blue print, I did some Pawn Networking, and it was really smooth. My Root component was a box collision.

In CPP my root component is a static mesh.

The server does all the calculations and sends the transform to the owning client.

Since this is LAN I thought that there would be no lag or what ever.

So it appears client B on client A’s game has choppy movement, like choppy as in one frame he is there, one frame he isn’t.

Stupid enough, in my blue print project, Client B on Client A’s game is smoother.

Is it because of the box collision, or static mesh?

And yes, I have replicate is on.

In the Init function…(the pawn constructor)

	if (Role == ROLE_Authority)
	{
		HoverCar->SetSimulatePhysics(true);

	}
	else
	{
		//we are the client, then set physics to false.
		HoverCar->SetSimulatePhysics(false);

	}
	HoverCar->SetMobility(EComponentMobility::Movable);
	HoverCar->SetIsReplicated(true);
	bReplicates = true;
	bReplicateMovement = true;
	bAlwaysRelevant = true;
	NetPriority = 15.0f;
	bNetLoadOnClient = true;

Why does my blue print project show smoother results, compared to C++, do server games like BP projects better?