Nah, that would not work well.
- you can’t guarantee those trace result to be valid all the time
- the static mesh is local to this actor and we’re updating it’s world location?
The last bit is a tad odd but can be ignored for now - who knows what uncanny things you’re up to!
It would be closer to:
The trace start / end would work fine for a timeline but not for interpolation. We need previous results - we’re calculating the location of the mesh based on its previous location last frame, not where it had originally started.