The config.json in game folder can add ‘enableUDP: false’ to disable udp use.
Udp is realistically never going to be worse than tcp, but your shop scanner certainly seems to screw that up somehow right?
With it disabled, occasional packet loss will cause rubberbanding much more easily. Udp is used for game inputs to server and will keep sending the last N frames of input until server confirms receipt, so any random packet loss only delays input by 1 frame, but the server is generally expecting to receive the inputs ‘within X frames’ so an extra 1 frame delay is fine. Disabling udp means a random packet loss could add an extra roundtrips of delay, much longer than 1 frame ~ aka much more likely to cause rubberbanding.
The game falls back on TCP if it thinks UDP is failing, but realistically only ever seen this in cases where TCP would just fail to work well enough anyways, but was kept in as a ‘just in case someone has dodgy routing of udp’