Ok, I understand now what you mean, sorry for the cunfusion, that was my bad. I haven't animated much with HIK...
But, I'm afraid I can't help you with this.
I took a look at a HIK rig and how this problem was solved, and the answer is with a ton of math under the hood that I can't really access. Basically their setup needs a bunch of special nodes (HIKSolver, HIKEikEffector,HIKState2Effector,HIKpinningState, etc) that are tailored to HIK behaviour, and the connections between some of those nodes seems to by cyclic which doesn't leave much room for mistakes... The calculations happen in a cycle of 6 nodes and I tried to find out which one does what but even when I tried to analyse those nodes using code I had no luck.
You could try to replicate the setup with the same nodes, but I don't think this would work since HIK Effectors are also a special node with different behaviour/attributes from joints. To be honest, I wouldn't spend too much time trying to achieve this, because the benefit of this feature is very limited and most animators will probably prefere to work without it.
I'm sorry I couldn't be of more help.