I’m not sure what exactly you’re saying is happening, but I’m assuming you mean the cart goes off center?
If that’s the thing, where is your origin point on the cart? If it’s not exactly in the center the rotation will be skewed.
Does work but doesn’t solve the problem. This part of the code rotates the mesh in 360 degrees in X axis, and with or without the absolute rotation activated the physic box also get rotated.
I’ll need to see the issue, as I’m unable to replicate it on my end. Also, it’s customary to use the output of a timeline as an alpha for a lerp (or the like), not the actual values to move.
Just create a pawn with a box collision as root with physics on, a box collision as child with physics and 0,001 mass and a mesh with collision off as child of the root, and i think you could replicate the issue with that.