How to avoid pop when deactivating "attach" track and setting position to where it left off.

yeah a bit annoying to describe!

In the animation mode in Unreal - using a sequence to animate a bunch of objects. All works well, sort of.

So i have a thing “attached” to another thing for a while. And then at the opportune moment i animate the “activation” of the attach track to deactivated. This works fairly well for the most part actually - which is quite surprising since Unreal will render off int frames during playback, ESPECIALLY in game. So the sequence can play frame 5.321312 instead of just sticking to discreet frames.

ANYWAY - this obviously results in the object ++sometimes++ being far away on that one off frame!!!

Since the way to do attached in anim sequences requires the object to use relative coordinates while attached and world coordinates after.

Is there a way to avoid this pop?

Describe what you are doing more precisely - I don’t use “anim sequence” stuff in general, but this makes no sense.
Generally you attack to socket - the socket is named. Nothing else is needed.

For advanced animations you generally used a 1 tris SKM. add all the bones you want for each object you control. animated the bones. Import the SKM. Attach the objects to each bone.
And bob’s your uncle.