Try to put this on tick and pass tick delta time to Finterp. Make LightLevel in ViewfinderWBP a global variable and update variable directly from GetDetectorLevels event in your character. Don’t run function so on tick interp will run according to your updates of target new light level value. Thus it would appear smoothed.
You don’t need to get light value every tick since it would be unneccesary load however UMG can update on tick.
Also additionally if you want smaller delta distances for updates you can decrease variable on component ``DistanceDeltaForUpdate```

