A little help with Hierarchical Instanced Static Mesh Components

Hi. First of all, I want to apologise if this is a stupid question or if I am missing something obvious but I have been trying to fix it for some time and couldn’t find the solution.

My blueprint project uses an Instanced Static Mesh Component to procedurally generate a level. The level is composed of a lot of blocks in a mosaic-like pattern and each block is an instance of the HISM. Specific events make some blocks move and I have done this using TInterp and Update Instance Transform (checked the mark render state dirty option).

It works perfectly in the editor and the movement is smooth as it should be. However, in the built game, it doesn’t seem to work. The instances only update when the interpolation is done (I think).

Is there any setting that decides how often ISMC instances are re-rendered? Note that I have already checked the mark render state dirty option in the Update Instance Transform node.

Thank you.