Damage Impulse on DmgType_Instant snaps forward during multiplayer

I am seeing odd behavior in a multiplayer game when trying to add knockback on damage. When shooting another player, the other player correctly gets knocked backwards but then snaps forward. Does anyone know why this is happening or perhaps how to fix it?

I am using a fresh install of the ShooterGame sample project and adjusted the DmgType_Instant blueprint as follows:

  • Damage Impulse set to 5000
  • Uncheck Scale Momentum by Mass

I am running UE 4.2 from the editor (built from source) as a dedicated server with 2 clients.

Hey, I know this is soo old but did you ever find out why? Maybe something to do with double replication of position after the impulsemomentum? Updatefrequency? Maybe the character movement comp snaps the position back because it thinks that it was an invalid move?