Rotate a bone Cause Heavy jitter in 4.14

A very simple turret capable of Yaw only. I use LookRight event to yaw camera, then use anim blueprint programming to let turret bone yaw following Camera, and a FinterpTo() so turret rotate slowly and smoothly. It works perfectly fine in 4.13. But after converting to 4.14 the turret rotating seriously jitter.

I tried almost everything: switch between cpp&blueprint; adjust tickGroup, tweak my calculation(really not complex), making new projects…no good. I really want to know(at least basically) what’s the difference betwenn 4.14 anim blueprint and old version, and what possibly can cause that? Thanks! again the turret yaw perfectly fine in 4.13, really just a textbook turret ;-(

After one whole night I found that setting my pawn cpp class and all blueprint child class to tickgroup = postUpdateWorks seems solve the issue. Although I got no idea why I need do this…nothing weired happened in 4.11-4.13

Further test found that tickGroup = postPhysics also works. I guess last night’s desperation is because I forgot change both parent and child class’s tickGroups. Though I still don know why I don’t need to do this before 4.14. And anyone can tell me why a pawn without phys sim enabled is affected by this setting? Thanks