VR Teleport Mechanic is "sticky"

Hey everyone, I have a VR blueprint teleport system that doesn’t use a nav mesh, which works well most of the time.

I previously posted here: VR Teleport sometimes fails - XR Development - Unreal Engine Forums which resolved some of my issues.

I’m currently having some issues that when i press my teleport button on the motion controller, the teleport will SOMETIMES take a couple of tries (even on flat surfaces) on the same spot before it will let me teleport. I have a feeling it’s to do with my “Teleport Z” float value. I’m not sure how to fix the issue and it feels like I’m “one node away” from fixing this.

I’ve pasted my teleport mechanic (or at least the get teleport location mechanic) here: (Help Needed) VR Teleport without NavMesh posted by PotatoXmasheR | blueprintUE | PasteBin For Unreal Engine 4

Any help on the issue will be greatly appreciated! Thanks!

If you’re having trouble with getting a useful hit normal, maybe you could do something else to verify that the location is correct instead. You could do a sphere trace (or similar) straight down onto the hit location using the players height. If the trace hits something that’s not close enough to the hit location of the original trace, you’ll know there is an obstacle in the way.

Would you be able to show an example of what you mean? I think I get what you’re saying though

Something like this should work:

There is a lot of information about virtual reality here, check out https://perfectial.com/blog/webar/ This is a very professional blog that writes about modernization and programming. We find a lot of insights here, so take a closer look.