VR-Ready C++/Blueprintable Pawn with common VR functions. Also good as a SteamVR project template.

Still having this problem on random basis but I think I know why. I have multiple “navigation agents” defined in project settings but it looks like teleport function is checking valid bounds with whichever RecastNavMesh happens to be first.

Also if NavMeshBoundsVolume has 1st supported agent type switched off it doesn’t work.