Hello ,
To do this you will need to dive a bit deeper into Blueprints. I’d accomplish this by creating an ‘AllowTeleportation’ boolean in the MotionControllerPawn.
Then on the InputActions (TeleportLeft and TeleportRight) I’d use a Branch node → If ‘AllowTeleportation’ is true, activate teleporter. If it is false, do nothing.
And then, for example in your level blueprint: Get Player Pawn → Cast to MotionControllerPawn → Drag off from “as motion controller pawn” and set your ‘AllowTeleportation’ variable.
I like your idea of ‘one big artworld’!