We are still searching for a solution. To clarify, not registering the actor with the Animation Sharing Manager eliminates the associated cost.
void ACharacter::BeginPlay()
{
Super::BeginPlay();
//AnimationSharingManager->RegisterActorWithSkeletonBP(this, Skeleton);
}
However, it remains unclear why the animation system would update the Skeletal Mesh Component’s transforms, especially when there is no movement component on the pawn.
Does anyone have any insight on this?
Thanks