Hey there, you’ll want to use physics assets and constraints with your skeleton over in the PhAT editor to achieve this in a more holistic way (as I suspect you’d run into rotational issues even if there were a vinterp you could use). Have a look at what happens to the character’s shoulder accessory in this timecode: Physics Asset Editor Updates in 4.18 | Feature Highlight | Unreal Engine Livestream - YouTube. If it’s what you’re after then the PhAT is where you want to go. Cheers