Updating Camera Component Rotation Causes Rendering Problem with HMD

I’ve a camera component in my pawn and using Samsung Odyssey and Oculus HMD for my game. This game is running on a rotation simulator. This simulator can rotate full 360 on pitch and roll axes. First I was having a problem to calculate correct camera rotation but I’ve fixed it. Related question can be found here: How to Get Oculus Sensor Rotation or HMD Rotation Relative to the Sensor - Rendering - Unreal Engine Forums

But now since I am updating camera rotation in Pawn’s Tick it causes a rendering problem. This problem is like monitor FPS problem. For example when user rotates his/her head while using HMD. The image on HMD rotates with the head a bit. When you look right you must see your right but you are seeing it a bit late. Updating frames getting rendered late.

Of course this problem is related with FPS but I am not getting too low FPS it is around 60. I am suspecting that I am rotating camera in incorrect place. For example in Unity there is LateUpdate. It is adviced to do any transformation operation in this function to get the correct result. Is there any Late Tick function to do this in Unreal?

Do I need to deep dive into CalcCamera or something how Unreal do this thing to get work? Any advice will be appreciated. Thanks

Update: I’ve set Pawn’s Tick Group as TGA_PostUpdateWork but it seems it is worser and also tried TGA_PrePhysics it is a bit better but my problem still continues.