We noticed an inconsistency when using attach tracks, depending on whether or not the parent actor has a default scene root. This creates an unintuitive behaviour for animators.
If you want to look at this locally, the compensation code currently assumes the skeletal mesh is the root component and bases all transform math on sockets off of that, which is incorrect. That is handled in F3DAttachTrackEditor::AddKeyInternal when we gather the parent object here: UObject* ParentObject = GetConstraintObject(GetSequencer(), ConstraintBindingID);
Ideally, we gather the correct skeletal mesh component and then base all compensation keys off of that.