What is the best way to replicate a value that changes often?

Also, is it possible to use the normal replicate movement flag for this? Maybe it is possible to override a function, that handles the movement replication? Then I could override that function and stop it from executing on the client, that controls the Pawn.

Edit: I could override AActor::PostNetReceiveLocationAndRotation() to achieve just that. So I am pretty sure the best way to Replicate from Server to Clients is to use the standard Movement Replication.