Prefab anchored to the player entity renders at a different world position with the same local transform (SceneGraph)

Hi All,

Environment

  • UEFN 6.0.0-57316517+++Fortnite+Release-42.00, Windows 11 (25H2)
  • Verse / SceneGraph
  • Vehicle: vehicle_spawner_sports_car_device (Whiplash sports car)

What I’m doing

I anchor a prefab entity to the player’s entity (not to the vehicle — the car is only a visual reference for where the prop should sit):

Prefab.SetOrigin(entity_origin{Entity := PlayerEntity})
Prefab.SetLocalTransform(LocalOffset)

I set LocalOffset once, while the player is seated in one car (Car0) — at that point the prefab lands exactly where I want it.

The problem

When the player exits and then gets into a different car of the same type (Car1/Car2), and I apply the exact same LocalOffset to the same player entity, the prefab visibly ends up in a different position in the second car.

Meanwhile, according to the Verse logs, everything is identical:

  • GetLocalTransform() is bit-for-bit the same in both cases,
  • the prefab’s pose relative to the player entity (world → player-local, computed back) is also bit-for-bit the same.

So the numbers say the prop is in exactly the same spot relative to the player — but my eyes say otherwise. It’s as if it matters which Whiplash sports car the character sits into — even though it’s exactly the same car (the same asset) loading into both spawners.

Question

  • Why can the same local transform, anchored to the same player entity, render at a different world position, when the logged local and player-relative transforms are identical?
  • Does the seated character’s entity have some property (e.g. the entity_origin reference point, or the character’s pivot/scale while seated) that differs per car / per entry, and that I need to account for separately?

Thanks,
Gábor