Random Input lag spikes in ue5.5?

Is there some kind of bug with 5.5 engine or i mess up my code? I was trying to do camera movement in enhanced input system c++, but the game runs on 60 fps, and suddenly i got 30 fps drop randomly. Why is that happening?

My camera movement:

void APlayerPawn::Tick(const float DeltaTime)
{
	Super::Tick(DeltaTime);

	// Smoothing Camera Moving, Rotating, Zooming.
	SetActorLocation((FMath::VInterpTo(
		GetActorLocation(),
		CameraLocationDesired,
		GetWorld()->GetDeltaSeconds(),
		CameraMoveInterpolation)));
	
	SetActorRotation((FMath::RInterpTo(
		GetActorRotation(),
		CameraRotationDesired,
		GetWorld()->GetTimeSeconds(),
		CameraRotationInterpolation)));
	
	SpringArmComponent->TargetArmLength = FMath::FInterpTo(
		SpringArmComponent->TargetArmLength,
		CameraZoomDesired,
		GetWorld()->GetDeltaSeconds(),
		CameraZoomInterpolation);
}

//=================================================================================================================
// Input Setup
//=================================================================================================================
void APlayerPawn::SetupPlayerInputComponent(UInputComponent* PlayerInputComponent)
{
	Super::SetupPlayerInputComponent(PlayerInputComponent);

	if (const APlayerController* PlayerController = Cast<APlayerController>(GetController()))
	{
		if (UEnhancedInputLocalPlayerSubsystem* Subsystem = ULocalPlayer::GetSubsystem<UEnhancedInputLocalPlayerSubsystem>(PlayerController->GetLocalPlayer()))
		{
			Subsystem->AddMappingContext(MappingContext, 0);
			if (UEnhancedInputComponent* EnhancedInputComponent = CastChecked<UEnhancedInputComponent>(PlayerInputComponent))
			{
				EnhancedInputComponent->BindAction(CameraMoveAction, ETriggerEvent::Triggered, this, &APlayerPawn::CameraMove);
				EnhancedInputComponent->BindAction(CameraRotateAction, ETriggerEvent::Triggered, this, &APlayerPawn::CameraRotate);
				EnhancedInputComponent->BindAction(CameraZoomAction, ETriggerEvent::Triggered, this, &APlayerPawn::CameraZoom);
				EnhancedInputComponent->BindAction(CameraCenterAction, ETriggerEvent::Triggered, this, &APlayerPawn::CameraCenter);
			}
		}
	}
}

//=================================================================================================================
// Camera Management
//=================================================================================================================
void APlayerPawn::CameraMove(const FInputActionValue& InputActionValue)
{
	FVector AxisValue = InputActionValue.Get<FVector>();
	AxisValue.Normalize();
	CameraLocationDesired = (GetActorForwardVector() * (AxisValue.X * CameraMoveSpeed)) +
		CameraLocationDesired +
		(GetActorRightVector() * (AxisValue.Y * CameraMoveSpeed));
}

void APlayerPawn::CameraRotate(const FInputActionValue& InputActionValue)
{
	const float AxisValue = InputActionValue.Get<float>();
	CameraRotationDesired = UKismetMathLibrary::ComposeRotators(
 CameraRotationDesired,
 FRotator(0.f, AxisValue * CameraRotationSpeed, 0.f));
}

void APlayerPawn::CameraZoom(const FInputActionValue& InputActionValue)
{
	const float AxisValue = InputActionValue.Get<float>();
	CameraZoomDesired = FMath::Clamp(
 AxisValue * CameraZoomSpeed + CameraZoomDesired,
    CameraZoomMin,
    CameraZoomMax);
}

void APlayerPawn::CameraCenter()
{
	CameraComponent->SetRelativeLocation(FVector(0, 0, 0));
	CameraLocationDesired = FVector(0, 0, 0);
	CameraRotationDesired = FRotator(0.f, 0.f, 0.f);
}

It wasn’t lagging in 5.4 so is 5.5 unstable or is it my mistake?

there does seem to be something odd going on in ue5.5 related to input. A number of users see large input latency since updating to 5.5, although the frame rates are fine.

I did notice though you are using GetTimeSeconds for your interpolation. Are you sure you dont want GetDeltaSeconds() like the rest of your code?