uint8 bServerAcceptClientAuthoritativePosition: 1
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.
that if bIgnoreClientMovementErrorChecksAndCorrection is used, this means the server will not detect an error. Also see GameNetworkManager->ClientAuthorativePosition which permanently enables this behavior.