Aligning hands to weapon - lag when moving

Hello, I have been struggling with aligning hands to weapon using IK. While it is working i have noticed that when for example the weapon is moving up or down the hands position lag behind the position that they normally should be.
Is this caused by how IK work internally or it may be result of extensive operations that i have made with the IK?

Here’s a gif of how it looks like:

Is is better to attach weapon to left hand, and do IK (FABRIK is better) with right (because you almost never see right hand closely).

Also, it is better to attach not to “hand_l” socket but to “hand_ik_l” or “hand_gun_root”. Because you will able to move regular hand bones in animations (reload for example) without affective IK-hand you have attached gun.

It depends on the purpose of using the IK and for what is being used. In this case the problem was something else.
Thanks for the advice though.

The problem was that i was getting the socket location using the GetSocketTransform BP function relative to the component space of the character every tick. Probably because that function doesn’t get updated every tick(due to being too slow or i am not sure) and it looks like it’s lagging.

The fix was me getting the location of the socket once since i don’t move it relatively to the bone it is attached. Then when using the FABRIK for the arm i set it to Bone Space( instead of Component Space) and set the EffectorTransformBone to equals the bone of the socket being used.

In my case, I saw a solution on Reddit that is setting the tick group of the character into post physics (for me just anything that’s not ‘pre physics’ worked). Eventhough they used control rig and I used FABRIK with world transform, it might work for you as well.

Link to the post: [www.reddit.com/r/unrealengine/comments/13b02fi/control_rig_jitter_issue/]