OnTargetObjectWarped still lerps camera position

I’m using the following code to warp the camera after the player has moved to a different position.

 int numVcams = Cinemachine.CinemachineCore.Instance.VirtualCameraCount;
        for (int i = 0; i < numVcams; ++i)
            Cinemachine.CinemachineCore.Instance.GetVirtualCamera(i).OnTargetObjectWarped(II_PlayerHandler.m_instance.transform, m_cam_delta);

I also tried setting the PreviousStateIsValid to false.
m_cam_deta = new pos - old pos;
I’m using a state driven camera, and any time I warp the player to a different location the camera will lerp to this new position instead of snapping.

Any idea what I’m doing wrong?

Solved. It was due to another script modifying the transform being tracked.