Does the networking Character Movement Component use dead reckoning or interpolation?

I was wondering if the UCharacterMovementComponent uses dead reckoning, or entity interpolation when it is rendering other players/pawns that aren’t controlled by the client. Or if there is a way to chose which one to use.

I’d like to make a top down shooter style game and I think interpolation would make much more sense than dead reckoning, as this is what games like counterstrike uses and would allow players to move and turn on a dime easily. Plus the use of interpolation and snapshots can make implementing lag compensated shooting simpler.

Dead reckoning would make more sense for a car racing game.

If it uses interpolation, can you specify how many millis of interpolation delay to use? Do you also have access to the interpolation logic? I.e. would I be able to use that when calculating past state for lag compensated shooting.

See the entity interpolation section here, if I have not described this well.