Yes youll want to set a sequence and then on the 1st index or whatever start with a branch with boolean condition bVinterp and then on true do your vinterp math stuff. Then for best measure you’ll probably want to do a check after that that says branch(getworldlocation == whereyouwanttogo)) and if true it sets bVinterp to false and if false it sets bVinterp to true
Another way is to use the above check to stop system with branches and checking world location to desired location and then you can add actor offset in whichever axis you want instead of the vinterp this is the “classic” way to do it.
You could even create a function that moves the player to lane 1,2,3,4, whatever from the current lane based on where they currently are. It could be as simple as a function with input “bLane1, blane2, blane3, speed” and be called on the tick when you want to move to a new lane. Of course this function would have to know which lane you are in so I suggest finding a way to set a int variable at all times on tick for whichever lane you are in.
Lots of ways to do it
Hope this helps
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