Player stuck in "Falling" after teleporting? 4-26

If I use Player->TeleportTo(a point) and the point is too close to a collider (specifically if it is close to the top of the player) the Player will become stuck in Falling movement mode. I assume that it is teleporting the player inside of a collider which is making…something happen, but I’m not sure how I would test this, maybe parsing through: Print object names on collision?

I would like to understand why this is happening? so that I can develop the appropriate solution
Although, if you have the solution as well feel free to share it. Thanks in advance,

Specifics -

The issue originates from the Player firing an Actor that they will then try to teleport to.
This actor is smaller than the Player Capsule, but it still teleports successfully?

The Player in this instance is an extension of the default Character class

Every Component on the player ignores collision with Dynamic or Static world objects

I was considering making it drag around a collision capsule that is a similar size as the player’s so that it will always teleport to this. I’m going to try this and see, but it does bother me not understanding why this is happening.

I can confirm that using a physics handle to attach an Actor, consisting of a capsule collision the same size as the players, to the Projectile that serves as the point to TeleportTo() SEEMS to solve this problem. I have no idea why. I’m curious if simply parenting the same capsule as a component of the TeleportProjectile Actor and using that as the TeleportTo() Location will have the same effect.