Following USplineComponent path while ticking is pausing

I suspected the same, so I tried checking it like this:

In Blueprint I set the distance as 2.345


Blueprint Ue for copying

and when reverse engineering it through DistanceAlongSplineAtLocation I got the value as 2.248703
image

Which is pretty inaccurate by game dev standards and I can’t use this

However would it be possible to somehow use ElapsedTime instead of DeltaTime as an input in CalcPositionOnSpline() function and get the desired result?

I’m trying not to pass distance as an input since I have other ways of travelling instead of spline and they can be calculated via elapsed time or location and if I use distance I can’t group spline method with other methods since they would no longer have the same input