When walking, when you move (or tick?) CMC will eventually run the following:
StartNewPhysics calls PhysWalking (only call of PhysWalking)
PhysWalking calls MoveAlongFloor
MoveAlongFloor calls SafeMoveUpdatedComponent
SafeMoveUpdatedComponent will run checks and eventually call MoveUpdatedComponentImpl, which calls MoveComponent on UpdatedComponent (by default it is the root, which is the capsule component)
Then, here it checks if we are stuck or not. And if its a another ramp (using Normal hit) or wall/barrier.
Client to listen server animation issues
It seems that the listen server can see client character animations lag, this is because by default clients send data to the server at a high frequency (because clients may have a high framerate).
To fix this the idea is to cap the max update frequency.