Physics Asset moves despite restrictions

So, i have a weapon - stick, and i want to add jiggle to the leaf. Leaf is a part of sceletal mesh so i decided to use Physics asset for this.

Stick consists of a 3 bones, being root bone and two bones for the leaf, both should jiggle.
Here is constraints and 3d look:


Weapon class is spawned on beginplay and attached to characters hand socket. To enable physics simulation i checked the box for “Simulate Physics” in weapon blueprint and set custom collision preset with “Collision Enabled” set to “Physics Only (No Query Collision)”

But i did encounter a problem. The problem in question is that leaf moves and stretches alot while character and/or camera moves horizontaly(vertical movement of the camera doesnt seem to have a problem) here is a video of the problem:
problem

root bone physics type is kinematic, both leaf bones are set to simulated. at the video both constraints have their linear and angular limits set to “locked”, and both linear and angular motors are turned off. So in my understanding the leaf should not move at all, yet it is not the case.

When searching for similar problems i found suggestion to turn on “Substepping” in project settings, but it didnt do anything. Changing mass, linear and angular dampening also doesnt do anything.

The question is, well, how to get rid of this movement and stretching?