Thanks for the file, Paul.
I’m not certain if I miss something, perhaps an idea why the Cloner is constrained as well while the “Cube REF” is used.
Have a look to the attached file, I have deleted one “Constrain”. Since the Cube places it, the extra constrain would leave it there or put it back, one action with no visible change. Again, perhaps that is something you wanted, then please share this idea with me. I have cached the dynamic, so this information is available at the beginning of the frame-calcuation, which takes a lot of uncertainty out of the priority. I left the follow Pos/Rot at 15.
Your file:
https://www.amazon.com/clouddrive/share/LlS57wneibhy63I5hdCPgvo4eR8FM4LbhODx3DTAdcw?ref_=cd_ph_share_link_copy
The other Constrain is now set to Dynamic +100. (Switch it to initial and you have the delay back).The Camera Dependent, is on, but more for the fluidity of the editor view, see here:
https://help.maxon.net/#TEXTAG-OBASELIST
The Object manager needs to follow a certain processing hierarchy. More often than not, things work smoothly, but the more nested an expression set up becomes, the more it shows maybe a problem. Note that the Editor view refreshes and this might take away a clear view to a problem. Any animation rendered will pronounce this more often than not.
The “Priority” works in this way, the lowest [removed]Initial -499) will be processed first, which means it might be over-written, or it will be not available in time (while going one time along for a single frame, so the specific result of the previous frame must be used: hence the delay.
Please check out (at least the first two episodes in) this series. This is quite a substantial knowledge to have. Some objects have a fixed or even multiple levels of priority. Not simple, not completely documented either. However if in doubt, dial it up or down in the option available.
https://www.cineversity.com/vidplaytut/expression_priorities_part_i
My best wishes.