2 bone IK animation during runtime

Hi, I’ve got an issue with an IK animation.
My rig consists in several bones (“arm”), with a two bone IK configured, it’s effector location set as a vector variable. This vector is itself set by getting the location of another referenced actor in the world (“target”).
My problem is : when moving the arm, it updates fine and the ik target is well used. However I want to update the arm when I move the target. I’ve set a “construction” event in the arm BP that is called by the target on construction script, but it only works for one axis (Z), and I have to compile the arm to see the changes. Also during runtime if the target is animated (using a sequence), the arm doesn’t take fully note of the movement (only 2 axis).
Did someone experienced this ? Is there a way to “force” the update in the editor (not PIE) and/or during runtime to ensure the target is used correctly ?