Move AI character linearly from one point to the other (Without AI move to)

The problem: Player jumps onto a high place, makes it impossible to reach them
The (proposed) solution: Enemy jumps up to the unreachable spot.
If it gets bounced off: the enemy falls down again and the problem persists.
If it clips into the player: then the player can phase trough it and avoid the melee attack.
The enemy has to land just close enough to be able to return to it’s usual “approach the player and bit them” routine.

Unfortunately I couldn’t get this to work either within the behavior.

I just copy pasted the code from the behavior into a blueprint without any modification. That’s why I called it a “quick test”. Usually I’d use an event tick, but it’s currently occupied, so I had to improvise to make sure this solution works first.

Either way, putting the interpolation system in the blueprint and calling it from the behavior seems to be the solution, as the same VInterp node setup which worked in blueprint wouldn’t work in the behavior task.