Single/Multiplayer, Touch & Vive blueprint only Template

@CSandeman

Usually I prefer working on collision on a per-mesh basis. Remember that less complexity is always better because complex collision meshes eat CPU at breakfast.

For the template the easy way I / Epic did collision detection (for grabbing and rumbling) is to use a collision sphere capsule attached to each controller, while the controllers and associated meshes don’t have any collision enabled.

You could also discard the sphere collision capsule and use the Physics Asset on the Mesh (Hand, Touch or Vive mesh) to attach some collision capsules to some bones.

Usually unless precision is not important I prefer discard initial collision envelope, and create a complex shape or, better, use a collision from static mesh.

That way, I don’t mess with Collision complexity Settings and simple collision requests use simple collision, and complex requests use complex collision; the “default” behavior.

From the image you provided it seems that your teleportation arc is stopped by colliding with something. Try turning on collision (Show Collision or Alt-C) to check that.