Using events in the kinematic character movement system is potentially problematic. It can result in information being used in the wrong temporal context, which will result in prediction errors & desync. e. g. If you use a potion of speed, when your position is re predicted based on a server update the speed buff will vncorreutlg be applied to past inputs.

We should look at either Incorporating speed into input, or adding a way to tie it to an input when it is first processed.