Halved Movement Input Replication

Hello, I am trying to achieve a sort of “being pushed by the wind in a direction” effect in a multiplayer game,and I figured that adding movement input would be the easiest way out since I won’t have to predict and interpolate across the clients myself (since UE4 already handles it), however there’s only one small problem : adding scalar values below 1 causes jerky/choppy movements on the client, while it works fine on the server.(The server version is walking instead of running, while the client version is transitioning between running and sitting)

Using p.netshowcorrections 1 I figured that for some reason the server is correcting the client’s position, something which doesn’t happen when the scalar value is 1.

Anyone knows why, or any ways around it?