Bad Frames in Sequences when teleporting objects

Thanks for your answer.

Sadly, we are using a skeletal animation, so I don’t figure how to set interpolation key.
My animator confirm that the animation has key every frame for the position, and the engine change one key for interpolate.

I imagine I can add in C++ some threshold to avoir the creation of new key if the distance is too high, or shutdown this process with a flag. But I can’t find where it is in the engine.
I don’t understand if the animation is processed frame by frame or if there is a pre-process at loading.

In our game we have a lot of animations and our cinematics came from Motion capture so it’s easier for our animator to build the sequence in motion builder.

I want to simplify the integration with the less custom manipulation in the sequencer.