As I understand the Character class uses a Character Movement component which has a fully implemented networking, with server-client correction and so on.
Let's say Instead of a Character the player controls a physics based pawn who's movements are controlled by Forces via AddForce(). When testing I get mismatch in motion between Client and Server with Replicates checked on the blueprint. Is it possible to replicate physics? I would like for the pawns to be able to collide with each other and simply move around the map. I am a little stuck so any suggestions are appreciated, thanks!
Edit:
From what I understand so far, the client shouldn't be able to addForce() to its controlled pawn directly, but it should send request to the server, the server side applies the force and sends the updated location/rotation to the client side. I am still not sure how to call functions on client pawn from the server. Will keep looking.
Edit2:
Just found out about RPCs. Have the client send an rpc to request that its mesh be changed by the server.