As I understand it, within a single frame, the animation calculations and posing are performed before user inputs and Actors’ tick events. If the user input is used to aim a weapon and the weapon is in turn aimed using IK bone orientation, then the actual aim would be rendered one frame later. And my blueprints appear to be yielding this behavior.
What is the best practice for aiming a weapon using a directional vector and IK?
I was incorrect. Inputs come first, then animation, then Actor ticks and component ticks.
My problem was that I passed the inputs to the Actor tick then to the Animation from there. I needed to pass the input directly to the animation and then to the Actor.
UPDATE:
I found that having On Animation Update call back into the Actor provides the Actor code the ability to run its code every frame prior to animation processing. (The events, like user input, didn’t consistently fire every frame.) However, since then I have been looking at the Safe Thread On Animation Update to reduce the load on the main game thread.