Control Rig : setting root mesh to moveable causes a rubber bandy - lag effect

I have a custom projectile that I’m spawning on player input. It’s using control rig for smoother animation and sphere traces to detect collision. It’s all working perfectly when the root static mesh of my building prop BP is set to static and the SkeletalMesh moves only. The problem is that I need the root static mesh to be moveable so I can read the location in verse. The arrow represents the root static mesh and sphere meatball is skeletalmesh. I have tried removing skeletalmesh completely and just setting the root static to the sphere meatball. this causes even more problems.

Here is the video showing rubber banding effect with root mesh set to moveable. It appears to me that it is going back to the start point of interpolation every time but I’ve exhausted every solution my brain can muster :

Here it is with the root static mesh set to Static. only the skeletal mesh is moving now but it works and collides perfectly (i have collision removed for easier demonstration of the problem) :

Control RIg that handles the movement :

Components: I have the root set to Bone_Ctrl. and My skeletalmesh set to bone. Might be worth noting I only have 1 bone in my skeletalmesh. Called “Bone”.:

Thanks in advance for any help