OK, I have a solution, and it's easy.
Simply add two lines to the end of the integration script Ride HAP (Shown in red)
protected override void AbilityStopped(bool force)
{
base.AbilityStopped(force);
m_CharacterLocomotion.UpdateLocation = m_StartUpdateLocation;
m_CharacterLocomotion.AbilityMotor = Vector3.zero;
m_CharacterLocomotion.SetPositionAndRotation(m_Rider.MountPosition, m_Rider.MountRotation, false);
m_CharacterLocomotion.AllowRootMotionRotation = true;
m_CharacterLocomotion.AllowRootMotionPosition = true;
}
Done!
Scy