"VInterp To" calculates wrong on the last frame (Output Log included)

Hello guys :slight_smile:

We are making a two sceen Touch-Application for an exhibition. There is a earth with navigation icons/buttons (the left one) and a realistic one where you can see the charts and other content (the right one). If you drag/rotate the left one the right one will follow in a lazy way.

First we thought we had some problem with the Click-Events but now i nailed down the problem…
It is the “VInterp To” Node!
or I’m blind…

So I made a brand new level to test it.

Full blueprint-code of the new level

So everything is pretty basic.

An here comes the problem:
When the VInterp interpolates the values smoothly everything is fine until the last frame, in the last frame he is “jumping” ahead to reach the target location.

Here is the Output log:
Any help somebody?
Can the VInterp interpolate when something is stopping? Or has it to be always in motion to interpolate`?