Temporarily Disable Interpolation for ClientNetworkTransform

So I’m working on a project where the player object is controlled by a ClientNetworkTransform (and are client authoritative) and everything else is controlled by the server with a regular NetworkTransform.

I’m trying to figure out how I can move a player over a large distance without interpolation of their position being done on any of the other clients.

I have tried clientNetworkTransform.Teleport(position, rotation, Vector3.one); on the owning player object.
I have tried setting clientNetworkTransform.Interpolate = false on all the clients

I’m not sure what I am missing. Thanks in advance

Anyone have a work around If I can’t disable interpolation at runtime?

So apparently this is a known issue

public static class NetworkTransformExtensions
{
    public static void PatchedTeleport(this NetworkTransform self, Vector3 newPosition, Quaternion newRotation, Vector3 newScale)
    {
        self.Teleport(newPosition, newRotation, newScale);
        self.StartCoroutine(PreventTeleportingStateFromBeingOverriddenAndClampInterpolation());

        IEnumerator PreventTeleportingStateFromBeingOverriddenAndClampInterpolation()
        {
            self.enabled = false;

            yield return null;

            self.Teleport(newPosition, newRotation, newScale);

            yield return new WaitForSecondsRealtime(0.5f);

            self.enabled = true;
        }
    }
}

A work around