I have a problem where the Blueprints game logic lags behind the physics simulation.

So a disc was shot, it’s path is indicated by the dots. When it hit the surface the hit location was drawn (yellow sphere), a red circle was drawn with the last known transform and the disc was glued to the hit surface with a constraint.
As you can see when this game logic runs the disc has already bounced back so although it’s stuck to the actor it struck, there is a sizable gap between them.
It’s a VR project running at a stable 90 fps so I tried setting the max physics delta time and/or initial avg frame rate to 1/90 ms. Also turned on substepping and async scene, non of them helped.
On the BP side having the tick group on “Post update work” helps a bit, sometimes it’s spot on. However I can’t tell when it actually is so my hackfix (teleporting back to the last known position) is then breaks the whole thing…
Is there a way to keep then in sync cleanly?