Thanks for the very extensive solution! Disabling interpolation for everything isn’t great I think since the majority of our animations would look better with interpolation. So the subclassing of USkeletalMeshComponent sounds like the more suitable solution for us.
For now we’ve kept it simple and have changed the animation to hide the teleporting: the bones are now scale 0.001 during the teleporting and then scale up again, essentially hiding the problem of interpolation during teleportation.