How to disable replicate correction (character movement)

I’m having a problem that interferes a lot in the gameplay. If I test on a dedicated server a little bad and with Net PktLag = 20 or more the character starts to teleport this is bad, because the server is correcting the location of the character, as I do so that only the client shares the location with the server but don’t let the server fix the location back to the owner client?

I fixed it by creating a function to call a Boolean variable from the character’s movement component look at the print.

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hi, when and where do you call this function? what do you do with new param in the return node?