I’ve been analyzing the issue for going on a year now and finally found a solution in my project. What I finally discovered was that if you have a physics simulating body that contains a particle system anywhere in its hierarchy, that particle system will have a tendency to lag behind the physics simulation.
The ultimate solution for me was to change the tick group of the thing that my particles were attached to so that they are Post_Physics.
Alternately if you are calculating values and setting your emitter position by hand, make sure that the work happens in a tick function that occurs Post_Physics.
I posted a few more details in my lab notebook.