Custom Spline Mesh creating phantom effect when moving in render

I’ve been recently having a problem with animating spline meshes, my goal is to create a animated scene of a Lift Operation / Sequence for a piece of a equipment know as a “BOP”, in this sequence there are 2 wires, a winch wire and a sort of “zipline” wire that the equipment travels along.

During this sequence the zipline will slack down to pivot the equipment into place, I’ve create a custom spline mesh blueprint as normal spline points cant be accessed by the sequencer making animating rope, wire or chains difficult, I achieved this by creating spline points attached to an array of vectors that’s exposed to the sequencer and setting up a repeater event to update the mesh during the animation.

In the sequencer / viewport this works perfectly and animates exactly how I want it too however when I go to render, the movement of the spline mesh creates a phantom at its previous location for all previous locations which creates a “MS windows crashed window drag effect”.

Is there any know way to fix this or create a better way of animating Wire rope that can flex / bend and coil / slack that wont create this effect?

Phantom Effect:

Spline Mesh BP:

Sequencer:

Any time you get ghosting on a mesh it usually has to do with motion vectors. Most likely your means of animating the spline do not result in any motion vectors being generated, and as a result any temporal effects such as TAA are not working as intended.
I don’t know under what circumstances a spline mesh will or won’t generate motion vectors but one option is to try and change the means in which the motion occurs to see if any result in automatic generation.
Another option is to manually calculate the vectors in the shader using the previous frame switch. This allows you to provide the shader with the previous and current vertex positions so that it can render the correct motion vectors.
The final option is to not use any visual effects dependant upon motion vectors, such as motion blur TAA, DLSS, and so on.