Tick rate causing object to Jitter/Stutter

Awesome article btw, very well written.
I tried changing the Custom Time Step to Genlocked but it didn’t help. I wish I knew more about ticking because I’m messing with all of the framerate settings and it does seem to have an impact on the jittering of the vehicle once recorded.

I just can’t pinpoint which parameter I need to adjust within framerate settings. Correct me if wrong but it was my understanding the physics rate has to occur more than the engine. The vehicle movement is smooth in gameplay, not sure why it won’t record that way. I even tried enabling ASync for my vehicle blueprint and all attached components.

I have animated static meshes attached to vehicles such as old rotating police lights, wiper blades and lights. I tested vehicles without any attached but it didn’t make a difference.

I really thought this would help but it didn’t UE4: Desert Driving 9/12 - Fix Jittery Vehicle Movement in Multiplayer - YouTube

For my physics delta time initial average, I tried dividing my engine rate (120) by 2.

Would you know how I would set the tick group of my actors(mesh or blueprint) to postphysics using the line of code
PrimaryActorTick.TickGroup = TG_PostPhysics;
in the BeginPlay function?

I assume I would have to do that within the event graph.