Thank you enearle.
Yes it is a common oversight, and yes, it is something I already thought of too (in fact one of the very first things I fixed).
However I did not solve the problem like you showed above.
What I do is substract the world location vectors of both triggers to obtain the distance between them for each coordinate. Once I have that distance, I add it to the player’s own world location and that final vector is what I add to the teleport node.
I don’t know is this method differs in result with what you show me. I highly doubt it since my position after teleport is consistent (if I enter trigger from the left, I appear from the left at the other side). Just in case I’ll post my blueprint code here:
