Thanks for the suggestion!
Unfortunately, that doesn’t do it. I’ve reproduced the attachment jitter in a fresh project that works like this:
- Player presses B button
- Calls a reliable Run on Server custom event
- This Run On Server event calls CharacterMovement->DisableMovement, Set Actor Enable Collision to false, then uses Attach Actor to Component to attach the player to the object.
- Also tried: the Run on Server event calls a reliable Multicast event which performs the Attach Actor to Component.
In both cases, the Client player has motion jitter until I turn off Replicate Movement on the player.