I was finally able to figure out how to watch memory adresses by adding data-breakpoints. It’s like I expected: replicated character-movement keeps playing around with the transform of the character’s mesh component and changes it back and forth all the time. I haven’t yet understood how, but somehow it manages to revert the transform (from whatever you set it to after construction) back to the mesh-transform of the character-class’ DefaultObject…
Is this the intention, dear Epic staff? Is there something I can do about it without turning off replicated movement and/or smoothing?
This is the call-stack:
UE4Editor-Engine.dll!FScopedPreventAttachedComponentMove::FScopedPreventAttachedComponentMove(USceneComponent * Component) Line 1316 C++
UE4Editor-Engine.dll!UCharacterMovementComponent::SmoothCorrection(const FVector & OldLocation, const FQuat & OldRotation, const FVector & NewLocation, const FQuat & NewRotation) Line 6481 C++
UE4Editor-Engine.dll!ACharacter::PostNetReceiveLocationAndRotation() Line 1343 C++
The transform also gets changed again from the destructor after that: FScopedPreventAttachedComponentMove::~FScopedPreventAttachedComponentMove()