Resolving jitter with Physics Constrain Components

If I have constraints in the physics asset for a skeletal mesh, then they retain their positions relative to the mesh even after having the underlying skeletal mesh moved by a movement component (for instance a WheeledVehicleMovementComponent) associated with their parent actor.

However, physics constraint components added to an actor that is using that same skeletal mesh do NOT retain their positions relative to their parent actor unless it is not moving. As soon as its parent moves due to an associated movement component, the positions of the physics constraints lags behind until the actor is no longer moving.

I’ve tried making sure that the physics constraint components are updated after the movement component has ticked (by making that a prerequisite for the constraint component to tick). However, the constraint components continue to display lag behind the movement of the parent no matter what. This is true even if the position of the constrain is set to a socket location in the underlying skeletal mesh, which on visualization does keep its position as the mesh is moved. I realize that physically simulated actors / components do not keep their attachments and so I am wondering:

How can we make sure that physics constraint components associated with an actor and placed in their local space keep their exact same relative positions as the actor and all its components are physically simulated and moved via a movement component?

Did you ever find a fix for this? I’m running into the same problem :frowning:

same here. would love to hear from you in case you got it working!

Same problem. Still trying to find a solution.

I’m using UE5.4 and issue is still there. Now i’m worried about my game developing in Unreal. This issue is very critical for my setup…
Did you guys get any solution for this issue?