1.4.23 / Migration Guide
Added the new character movement property:
/*** If true, and server does not detect client position error, server will copy the client movement location/velocity/etc after simulating the move.* This can be useful for short bursts of movement that are difficult to sync over the network.* Note that if bIgnoreClientMovementErrorChecksAndCorrection is used, this means the server will not detect an error.* Also see GameNetworkManager->ClientAuthorativePosition which permanently enables this behavior.* @see bIgnoreClientMovementErrorChecksAndCorrection, ServerShouldUseAuthoritativePosition()*/UPROPERTY(Transient, Category="Character Movement", EditAnywhere, BlueprintReadWrite)uint8 bServerAcceptClientAuthoritativePosition : 1;
/**

