Update Instance Transform - is it performance-hungry?

I want to attach certain instances of instanced static mesh to skeletal mesh sockets, but it seems like it’s impossible: https://answers.unrealengine.com/questions/378399/is-it-possible-to-attach-static-mesh-instance.html

So I’ve thought about updating transform of each instance via Update Instance Transform, to transform from ‘Get Socket Transform’ of skeletal mesh (every tick, or maximum every ~0.02s). This might work, but how about performance? Will it perform worse than attaching?