Possible to speed up component transforms?

Hi again,

I wanted to revive this thread to ask if anyone knows of any easy(ish) to understand implementations of FScopedMovementUpdate?

I tried a few things but even packing up all the pre-calculations for the transform into c++ hardly got me any speed improvements at all.
For some actors I tried doing Actor transform instead of the component-parent transform but no gain there either.

I find it strange that simple transforms with not many (eg 2) sub components should be so relatively slow.

But I also have some main actors with many sub components that are being transformed in complicated ways. Think a separate robot animation rig.
That’s where I would like to test this scoped movement method.

Does anyone know of any such code?
I scanned the UE engine source and had a quick look but I couldn’t really make sense of it. Maybe if I spent a long time on it but I was hoping maybe someone knew of a clearer to fathom use?

Cheers,