can you update the image of your latest blueprint?
Assuming that you fixed the issue NichB mentioned, though, the other likely issue is that you are trying to teleport to the exact location of the collision. The Teleport command tests for collision, to make sure your object doesn’t end up embedded in geometry, so it’s very likely it is failing due to that.
check the output pin of the teleport command for the collide case - it is very likely false.
possible solution: instead of using the location as the teleport target, try hit->location + (hit->normal * a little more than the collision radius of your actor)
Note that this could happen in the no-collide path, too. Something just beyond your line trace could block the actual teleport, even though it didn’t hit the collision test. To solve that, instead of teleporting to hit->TraceEnd, teleport to (hit->TraceEnd - actor->ForwardVector * a little more than the collision radius of your actor)
you can extend your line trace distance by the ‘a little more than the collision radius of your actor’ if you want the exact teleport distance.