When I enable the Update Rate Optimization on the SkeletonMeshComponent, and then PIE for multiplayer. Once the simulated character enters the frame-skipping optimized state, characters with Motion Matching enabled exhibit a momentary incorrect rotation during turns. This issue can be reproduced in the official Game Animation Sample project.
After investigation, I found that the animation node “Offset Root Bone” triggers this problem. I suspect that when the character is under URO optimization, it fails to update the correct root bone’s rotation for the skipped frame. So the root rotation can only follow the rotation of capsule instead of driven by the root motion from motion matching animation.
How should this issue be resolved?