Personally I’d set view target w/blend and switch to a static camera in scene, then locally rotate the character.
If you’re using a pawn movement component the rotation (movement) will be replicated to the server behind the scenes anyway. With CMC you have to apply to local first anyway. CMC has client-side prediction.
Other option is to have an actor the character stands on. Control the movement of that actor. The pawn will move with it.