Adding HP smoothly via Timelines?

I feel silly as this should be a simple thing to do, but somehow I manage to mess this up.

When using a HP boost item which recovers 30% of max HP, I want the HP gauge of my character to be gradually filled, in a smooth curve during 1 second for example.

-If I set a timeline with a float from 1.0 to 1.3 (1.3 = current HP x 130%) and multiply that by current HP of the character, it results in multiplying the HP every frame during the Timeline, resulting in too much HP gain.
-If I add a small ammount of HP (0.05 for example) via timeline to the current HP, the results worked seemingly, yet this was a trap, since timelines are frame dependant, thus when framerate drops, the ammount of healing drops as well, and vice versa.
-Simply setting the timeline to directly tie with HP obviously doesnt work, as this wouldnt take into account the current ammount of HP the player has.

I`m sure there is some smart way to do this, right?

use a Lerp instead of adding it. Timelines are not guaranteed to tick every frame so your results are actually always different.
Use a linear curve in your Timeline that goes from 0 to 1. In the Update, you simple use a Lerp. Into A, you put your current HP, while in B you put your desired HP.
Make sure that you subtract damage taken etc from Desired HP, otherwise Damage has no effect on it.

Thanks,

Hmmm like this? Something is still wrong though, as I am still getting health boosted by far more than wanted.

Ah, I figured out the problem above. I have to set the target for Lerp before I run the timeline, so that the target value wont be constantly modified.
Thanks for the help, I knew it was just something small like this in the end.

But tell by any means if there are other problems you would recommend to avoid when using aproach like this.
I understand that in current set up player gains invincibility for the 1 second but thats something I can work out.