Thanks a lot, I am pretty unexperienced in UE4 and only started learning about networking recently, so your help is really appreciated. But my problem is that if I execute the “velocity → vectorlength” on the server for a client, it shows 0 because I dont have character movement set to be replicated (since it causes stuttering for the client) and I update the characters location/rotation every tick (thats how multiple tutorials told me to handle it).
So for the server, the players dont have a velocity, they are just getting teleported around, thats why I need to get the velocity from the client, and somehow send it to the server and get it replicated for all clients.
Am I completely misunderstanding how to approach replicated movement or is there any way to get a variable from the client to everyone else? Thanks in advance ![]()