"How to prevent vaulting into invalid locations in Unreal Engine?"

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Hi everyone,
I’m working on a vaulting system in Unreal Engine, and I have an issue where the player can vault in areas that shouldn’t be accessible (e.g., spots with no valid landing surface). The player completes the vault animation but lands in an unintended location instead of being blocked.

I want to ensure that:

  1. The player can only vault if there’s a valid landing surface below the vault destination.
  2. The player is blocked or prevented from vaulting if the area is invalid.

I’m using Blueprints for the system. Any advice or example setups for handling this would be greatly appreciated.

Thank you!