Bump!!! Saw this and had to say something…
The reason your attempt did not work is because, assuming this is in the actors tick, it is getting the same time delta every tick, which is the time since the last tick, which is tiny.
Vis takes you down a rabbit hole trying to keep your character performing in the world, and taking “jump” to mean as if the character was using its muscles (or magic…) to leap to the new position. But since you clarified jump to mean move smoothly from one point to another directly there is a much, much simpler way to do this. The time it takes matters in game but not for this implementation.
What would work is to add a single Timeline node to your BP above. It uses a curve to output a value over a certain time. It gets triggered in the event, then continues to output values on its own over the set time.
How: Create a Timeline node in your jump event BP, 2x click it… add a float curve output and add keyframes (middle click i think) at 0=0.0 and at your end time=1.0 and wire the output into the DeltaTime on the Vinterp node.
The Timeline can also output a vector, and with that you could control the vertical movement along the way, with one value being the interpolation between A and B, and another value to control the actor height. Another nice thing about them is you can add ease in and/or ease out to the movement. Or have it start fast and arrive slowly.
I am pretty sure this is the easiest way to do what you wanted. If the movement is slow, you may have to have the AI still look where it is going, and be sure to have “sweep” checked on the set location so it will check for collisions.
Hope this helps.