VRpawn - teleporter using collision

Hi all - I’m using the pawn from the VR template and would like to get the teleporter to work with collision (at the moment it only works with a navmesh). What would be the simplest way of doing this?
Thanks!

what do you mean you want it to “work with collision”? the navmesh is built from Collision bounds plus a tolerance, we don’t want a Navmesh Agent to go out of bounds, so the engine uses collision to build the navmesh. we also apply the same logic to a VRPawn because we don’t want the player to select a location out of bounds (in most cases…)
are you asking about the teleport location selection, or the resulting point of the teleport right when the move finishes?

Sorry I should have been more clear. I mean the teleport location (hit point). At present it only hits the navmesh but I would like to use any object with a collision mesh ideally. I am not using any ‘agents’ or such so am not bothered about the navmesh really. In my previous pawn that i made i used a LineTraceByChannel but wondered if there was a simple method to enable a similar behaviour with the VRtemplate pawn. I have looked at the navmesh generation under project settings but cannot see a simple method without having to pull the VRpawn BP apart.

do you intend to have the VRPawn be able to like stand on Walls or the Ceiling?

will these be movable objects that you want the Pawn to stand on (like the player can move a box around, and then stand on the box they just put down)? or something like a moving platform, or an object that is being moved around by some other action?

there is a “can effect Navigation” but this usually applies to obstruction type things not for adding to navmesh, also the Engine “can” generate navmesh dynamically but it can get expensive especially if there are active agents as it will try to flush their current path, and regenerate.

this has info on Dynamic Navmesh about 80% down the page.

could you maybe combine the line trace system with the navmesh system, but this might require additional logic for priority, and “non-standable surfaces”

Thankyou for taking your time to write this it is really appreciated! It is exactly as you described! I have interactable objects (planks) that i would like to arrange and then walk on. The planks have a simple box collider applied.