Get the frame timing and reference frame right when spawning or launching something from a moving actor in UE5 — what velocity the spawned object inherits, which coordinate frame a solution was computed in, where in the tick order the transform is read, and what has or has not been updated at that moment. Use when spawning projectiles from moving platforms, computing lead or intercept, attaching and detaching actors in motion, seeing a constant directional bias in results, or when behavior changes with frame rate or with the mover's speed.