Input Mapping Context not interpolating

I have created a movement system for a pawn that is possessable by my 3rd person character and I’ve entered all the inputs for my IMC. I wanted to add some realism with the movement and added some Finterp functions to speed and rotation but none of the interpolation is working.

Is there something wrong with my blueprint?

You should do it the other way around.
With your MoveForward/Backward action you should simply cache the movement multiplier (+1 for forward, -1 for backward, 0 for no input) and with the Left/Right action you do the same but a rotation multiplier (+1 for right, -1 for left, 0 for no input)

In Event Tick, you then can perform the actual movement using these two movement & rotation multipliers .
Compute a location and rotation offset with the corresponding multipliers, multiply it by delta time and with some movement speed / rotation speed values (or interpolate).
And finally apply both offsets to the pawn.

Optionally use sub-stepping.
Meaning you execute your movement logic multiple times per Tick to have a more consistent movement. (Also don’t forget to sub-step your delta time)

I think you’re right. The tutorial I watched for this blueprint used the old input mapping system instead of the newer IMC system. In the old system you could assign the “+1 and -1” in the menu, but I don’t know how to do that in this new system. How do I “cache the movement multiplier” as you put it? Sorry still new to BP

“Caching” in terms of, create a vector variable and give it some name like “CachedMoveInput”. Then on Event Tick you can access the cached move input variable.
(Same for rotation)