Hi PenguinTD,
I still haven’t been able to get the Finterp to do anything unfortunately. However, I did find at least part of my solution. I was getting the hit location instead of the enemy pawn location, which was preventing the location - player location to properly update. I now have it as enemy ai actor location - player location, which does stop movement at >125 (or other number), however it isn’t smooth and has produced a bit of an interesting result when pulling the enemy from a higher z axis. If they hit you from directly underneath it flings you into the air.