Replicate root bone location during ragdoll

Hi, I’m testing out replicating the root bone location of pawns while rag-dolling.

While this is working in general, there are some odd effects the client sees. A bunch of jittering at first, and then a blurring effect on the pawns mesh before snapping back to looking normal.

Here a short video to demonstrate what i mean:

Here is what my PlayDying() method looks like:



simulated function PlayDying(class<DamageType> DamageType, vector HitLoc)
{ 
    GotoState('Dying');
    bReplicateMovement = true;
    bReplicateRigidBodyLocation = true;
    bUpdateSimulatedPosition = true;
//bTearOff = true; //Comment out bTearOff because we want replication to continue after death.
    Velocity += TearOffMomentum;
    //SetDyingPhysics();
    bPlayedDeath = true;
    KismetDeathDelayTime = default.KismetDeathDelayTime + WorldInfo.TimeSeconds;

    AnimalDead();
}


Does anyone know how I can smooth out this issue? Thanks in advance.