Error defining client character rotation

Hi! I’m trying to create a top-down shooter and i’m having some problems defining the rotations of the characters. Currently only the server character works correctly and the clients characters switches uncontrollably between the original rotation and the correct rotation, only showing on the server side. I’m new at UE4 and i’ve tried everything i could think of, what am i doing wrong?

Its a new project and the only Blueprint is the playercontroller one, displayed below.

Here is a video:

Thank you for your time

Please, anyone?

Please, anyone?

Please, anyone?

Question: Is this for a Character Pawn? The approach to replicating rotatiin and location for Character Pawns differs from that for all other kinds of Pawns.

Advice: Tick happens once per frame unless you tell it to be otherwise.
That’s once every 1 or 2 milliseconds. That is much faster than your network connection can keep up with with latency usually around 50 ms on a good day, and 250ms on a semi lame day.
So dont send RPCs every tick if you can find a better way. But if you cant then I hope it doednt saturate the network connection. If it doesn’t then cool it works.