Hello! I've implemented the movement piece-by-piece in a new project. Works fine were it not for constant missed predictions. As most is now copied files I'm not sure how to progress so any hint in debugging this? No problems in the FPSSample with it. What happens? I press forward for a little while and when released the client character continues moving without stopping. (movement is correct on the server or at least it seems) It doesn't stop because the velocity gets calculated wrong in Movement_HandleCollision. The Movement_HandleCollision is wrong when the moveQueryStart is set from characterPredictedState.State.position after a Deserialize of CharacterPredictedState. They are wrong because the predictedState was a miss. Misses are in the range of 0.5 length and it's too high for Lan connection. So how can I prevent this and where is this happening usually? I've not implemented Animations. Is this crucial for this? Thanks for any help!