Sorry, I wasn’t really clear before about turning collision off. Set Collision Presets to custom and set everything to ignore, except ‘Vehicle’ which you should set to overlap (assuming the vehicle actually is a ‘vehicle’ - you might want World Dynamic, but experiment). Then the teleporter will receive an overlap event when the car passes through it. You do need to use the overlap event though.
I would also disconnect all the nodes after you cast to the car and just set its location to some arbitrary point in the world, just to test that it does trigger the overlap event without anything else interfering.
I also tend to use a lot of Print nodes to print text to the screen. Sometimes they can be useful just for seeing how far the execution pulse got, but they’re really useful for debugging values (e.g. which index of the for loop did it get to when it crapped out?).