Portals - properly rotating outgoing velocity of passing object

How is the actor’s rotation being set? Is it a character using controller rotation, or using a movement component with OrientRotationToMovement set to true, or something else entirely? Are you testing different kinds of actors?

I’m going to assume you’re having this problem when you teleport a character. If so, your controller is probably overriding rotation if the character has UseControllerRotationPitch/Yaw/Roll set to true.
After the teleport node, try casting your PassingObject to a character and setting its controller’s rotation with SetControlRotation if the cast is successful.

If that isn’t the case, then you could set your velocity after teleport to be Velocity Size * Portal Forward. You don’t need to zero out your velocity before teleporting.

“i would like to calculate the entry angle and have that reflected from the forward vector of the OutPortal” Having some trouble understanding this logically. What are you trying to achieve? If the portal’s forward is north, and an object enters with an angle facing northwest, reflecting it along the portal’s forward would give the object a final rotation facing northeast.