Weird issue with Niagara effect shifting when spawned from hand socket

I’m having a frustrating issue I’ve been trying to crack for days. Basically, I want to spawn a Niagara effect from one of the fingers of the VRHands (one that comes with the VR template) hand in UE 5.5. I’ve created a socket in the finger, which I attach the system to during the event, and everything is fine at first, when the hand is facing palm downwards. When I rotate the hand palm upwards, the system shifts, fairly significantly, like from the index to the palm finger.

I have tried all sorts of things to fix this. I initially tried attaching it to the bone instead, but same thing, and I’ve seen some stuff about how the inbuilt animations with the hand shift the bone (and so the socket) around in the hand. So I have since been trying all sorts of offset strategies to shift the system spawn point to offset this. Tried doing a Lerp based on the hand’s rotation to shift the location, but that’s been having crazy results, I guess because of the bone/socket shifting going on in the hand. Tried setting up a calculation of the socket’s shift in the hand relative to its initial position that then applies that offset to the system spawn location on a tick, and that doesn’t seem to have any effect at all. Couple other things I can’t remember well enough to describe. During all of these, I’ve tried them while messing with local vs world space in the Niagara system itself, including in the various modules of the system, none of which helped, some of which had additional undesirable effects on the system that wouldn’t work for me even if they did. It’s been tough to find anything about this issue in the forums, but it seems like something not totally unique to be doing, so I’m hoping someone out there has some insight on a fix (hopefully a stupid box I can check somewhere)!