Groom slightly out of sync with animation

I’ve imported a custom groom into UE4 and it looks fantastic, but I’ve noticed that there’s a very slight lag between the animation for my character and the groom. It’s like the character moves and then a fraction of a second later, the groom moves. This results in the hair looking like it’s sliding through the mesh in some places.

You can see that the tail clips through the hair and the shoulders also clip as well as the cheeks.
I’ve got the Tick Skeletal animation turned on. Not sure what else I could do to fix this.

Bumping this - it’s not that the Groom is lagging behind, if you watch it frame by frame, it’s somehow ahead of the skeletal mesh it’s following.

I’ve been trying to debug this one myself, it’s not a case of “prerequisite tick” for ensuring that the Groom ticks after the skeletal mesh - I’ve already tried that one.

It’s certainly a bizarre bug, I’m not sure how the Groom would be projecting itself forward by 0.X seconds.

Don’t suppose you managed to find a solution to this?

Even creating a binding asset, the engine doesn’t care.
Possible that in 3 years No One in this community has found a solution?