FInterp and VInterp are only teleporting player to the target locaiton

Currently working on a project in UE5 and I’ve used this video (https://www.youtube.com/watch?v=24EjtQ2xdww&t=1653s) to create a Ledge Grab in my Game. But I had to do it without Vertical Wallrun.
The project is created with a template of Cpp ThirdPerson, but the Parkour is now done in Blueprints.
And currently, for some reason, my interps are not smooth. They are just teleporting the player to the target location.

I’ve already tried:

  1. Changing the Interp speed - the lower it is set, the smaller distance is actor location changed (maybe something is interrupting it)
  2. Turning off character collisions - no effect, just can’t move after a Mantle.
  3. Using Interp to Constant - the interp stoped moving character at all. Just some camera resetting…

Could anyone help me with this issue? I would be very thankfull

u need to do the interp to or interp to constant in a continuos time for example inside a event tick function or inside a timer function or event :face_in_clouds:

Thx for the fast answer.
For now it’s a bit complicated, but I think it should be inside a tick function.
I can’t upload images into the reply so here they are:
https://drive.google.com/drive/folders/1E0hoBwiMv8DfiU55KvmBW6jQFwawinUu?usp=sharing

I have a tick event, where I go through all the parkour modes:
Screenshot572
Then, if I can mantle, Mantle checker says StartMantle:
Screenshot571
And then, in MantleMovement there are some Interps, that I use.
Screenshot570

Unless something is closing the MantleGate before it’s finished. For this I have turned off all the places where I could close the Mantle Gate. But still the charater is teleporting, not moving smoothly.

I’ve replied above

You should be running this on Event Tick and using its return Delta Seconds on the Interp.