The /tp command does not seem to affect entities when they have a passenger.
To reproduce:
Summon any rideable entity (e.g. a boat)
Set up a command block to teleport or rotate it a small distance every tick, such as the following:
execute as @e[type=minecraft:boat] at @s run tp @s ~.1 ~ ~
Mount the vehicle.
Expected behavior: boat continues to move after being mounted.
Actual behavior: boat stops being teleported while ridden by the player.
We have confirmed this bug in the following cases so far:
Player riding ravager (using the /ride command, an experiment which resulted in discovering this bug)
Player riding boat
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we suspect this relates to MC-67.
I'm assuming this is also the case in previous versions (i.e. 1.19.3), and not a new issue introduced in 1.19.4 snapshots, right?

@violine1101 most likely, yes
we can do some more testing when we have the time.
Just tested it myself – it's indeed also an issue in 1.19.3

Can confirm in pre3 - 1.19.4

Affects 24w05b. This also occurs when trying to teleport the mount by modifying its Pos
.

If I understand correctly, the expected behavior is:
An entity that is a passenger cannot be teleported at all
An entity that is a vehicle but not a passenger can be teleported, and will take all its passengers with it, and the passengers will not dismount.
Is this correct? It is what I observe with only non-player passengers, though I haven’t tested extensively.
With a player passenger (on single player), instead I see that teleporting the player dismounts them, and teleporting the vehicle a short distance does not work (as described above), but teleporting a long distance sometimes works and sometimes doesn’t, with one particular case where I teleported into unrendered (but loaded) chunks putting me somewhere the client had no data, and instead of loading the chunk I was apparently falling (client-side only) until I quit the world and restarted and was back where I was pre-teleport.
I assume that the issue is that the client and server both have some control over player location and they are fighting over it in this case?
I have not yet tested player vehicles but I expect they behave as normal, as long as they also don’t have player passengers.

Can confirm in 24w21b

Are you still able to reproduce this on the latest version?