You still can make this works. But i don’t recommend doing this in the level blueprint as you doing now.
Make a new actor blueprint, put the door mesh inside. and so as a box trigger. Within the trigger you can add what is call “OnBeginOverlap”, and there you can execute the teleport logic.
No. the way it work not like this, should be like the video. You MUST select the door first before opening the level blueprint, and then when you open the level blueprint while the door is selected, you can find certain events related to the door. Just like this small video:
this in not going to generate overlap events. I would say rather than the red node named “OnActorBeginOverlap”, replace with “OnActorHit” or something like that. As you already enabled the hit events.
The thing is, overlap events requires triggers (invisible objects), and you set the collision preset to “Default” which is going to collide, and you disabled Overlap events which cause it to not not overlap with actors/player.
you did “Simulate generate hit events”. Have you tried to keep it overlapping as before, and enable this “Generate overlap events” from your last screenshot ?