Additional Infomation,
I have done a bit of testing to try and trouble shoot what the problem could be. Turns out it is when the player aims at a target that isn’t on the ground floor nav mesh, it looks to see if there is a nav mesh above and send you their (and vice versa on the first floor).
To counter this I am now looking throught the VR template to see if I can add a Z height difference Limiter (althought I will really need a hand for this)