I suppose I have found the reason, but I can’t find the solution.
During USkeletalMeshComponent::EndPhysicsTickComponent, the vehicle call SyncComponentToRBPhysics to sync component transform and its chidlren’s.
In the same function, the character call BlendInPhysics to blend physical computation results and animation transform to generate new transform.
Therefore, it matters whether the vehicle executes EndPhysicsTick first or the character does, the character’s transform woulde be different in each situation after each tick.
I think adding prerequisites to the character’s USkeletalMeshComponent::EndPhysicsTickFunction is a solution, but this member is private that I can’t access.
Do you have any ideas?
Thank you in advance.