Creating a new Physics constraint component in C++ causes swinging bug

Burak,

I did verify that the fixes I gave you work with 4.12. However, like I mentioned previously when going to 4.12 and beyond you must update the ComponentNames for your constraints. This includes in the source I gave you:

// We have to change == FName("Mesh") to properly reference the component name.
// if (Current->Constraint_ComponentName_2 == FName("Mesh"))
if (Current->Constraint_ComponentName_2.ToString() == GetMesh()->GetName())
{
    SecondFound = true;
    SecondIsTheMesh = true;
    ConstraintComponent_2 = GetMesh();
}

This also includes the references in the blueprint: /Game/NewVehicle_1/Sedan:

Thanks, Jon N.