Hi there,
I ran into the same issue and the basics of the issue is that the physics body on the skeletal mesh needs to be teleported along with the actor itself.
I am not sure if you are just using blueprints or also are adding c++. We use c++ and wrote a teleport function to our vehicle which does the following:
Calls StopMovementImmediately on the movement component
Then calls Mesh->SetAllPhysicsPosition(GetActorLocation());
Finally calls Mesh->SetAllPhysicsRotation(GetActorRotation());
If you are using blueprints only I dont see anywhere this stuff is accessible. If you do have any C++ I recommend you either add a new blueprint function which does the same on your vehicle c++ class OR add a static function to your blueprint library c++ class.
Alternatively you could continue to use the teleport blueprint function on your actor, and in your c++ dervied vehicle class override virtual void TeleportSucceeded(bool bIsATest) (from AActor) and call the three functions listed above.
The real function which does the actual teleport is void FBodyInstance::SetBodyTransform(const FTransform& NewTransform, bool bTeleport). As long as your provide true to the second param, the body is then teleported without physics.
Hope this helps