Teleport Player seamlessly with Cinemachine

Hello, I need to teleport my player which is followed by a cinemachine camera( 2 actually, because we have a camera for the aim and are controlled by camera mixer).

I have attempted many approached to make it seemless, but there is always a noticeable transition. I tried to lerp all the camera properties before teleporting(for example the look ahead time), but still the problem persists.

Has anyone dealt with this problem before and if so, what is the best solution to this problem,

Thanks

Thanks, will try it

Ok, so the camera is teleporting ok, but for some reason there is a visible transition. For example, the look ahead time is somehow not catching up after I teleport the player.

Here is my code:

GameObject player = PlayersSystem.Instance.GetPlayer(0).gameObject;

Vector3 deltaPos = _newPosition - player.transform.position;

PlayersSystem.Instance.GetPlayer(0).gameObject.transform.position = _newPosition;

//Update internal state for all VCams
int numVcams = CinemachineCore.Instance.VirtualCameraCount;

for (int i = 0; i < numVcams; ++i)
{
CinemachineCore.Instance.GetVirtualCamera(i).OnTargetObjectWarped(CinemachineCore.Instance.GetVirtualCamera(i).Follow, deltaPos);
}

I even tried to add a yield return new WaitForEndOfFrame(); before I call OnTargetWarped and after teleporting but still a transition is visible.

Is calling the OnTargetObjectWarped all I have to do ? I cannot understand why the camera first goes to a random direction then comes back and focuses the player.