I have a custom VRAIController in the plugin that you can set for the AI. All it does is override the
GetFocalPointOnActor
LineOfSightTo
functions so that they correctly target the offset HMD location, is much like what RR did for their AI. The detour controller overrides the base AI controller so that it can set a custom path following component, you would either need to copy my VRAIController code (the two functions over), or copy the detour AI and re-parent it to the VRAIController, either method would work.
Edit I don’t know how often the detour crowd controller is used, it may be worth overriding it as well in the plugin at some point. I added a note to my private trello about it.
Also for the teleport rotation you need to teleport around a Pivot (being the HMD). I have a shortcut node RotationAroundPivot in the VRExpansionfunctionlibrary that will do for you and provide an output rotation and new location. The template also shows how works.
Both of these things you ran into are because the VRCharacter retains the engines current default of the HMD being offset from the actors zero point. The simple character locks the camera movement to the characters movement, however that in itself limits some of the things it can do compared to the full VRCharacter.