Quick answer: Add a NavMeshBoundsVolume over walkable areas, rebuild navigation, and confirm the teleport's ProjectPointToNavigation succeeds before showing a valid arc.
The Unreal VR template teleport traces a projectile, then snaps the hit point to the navmesh to decide if it is a valid teleport target. With no navmesh over the floor, every trace lands on an invalid spot and the arc shows red, so teleporting does nothing.
How to fix it
1. Add a navmesh volume
Place a NavMeshBoundsVolume that encloses the walkable floor and press P to visualize the generated navmesh.
2. Rebuild navigation
Ensure navigation rebuilds (Build Paths or runtime generation) so the green navmesh actually covers where players should teleport.
3. Verify the projection
In the teleport logic, confirm ProjectPointToNavigation returns true within your query extent before marking the destination valid.
Catching the ones you can't reproduce
The hardest version of this to fix is the one you can't reproduce — it only happens on a player's hardware, OS, driver, or save state, under conditions that simply aren't present on your machine. A report that says “it crashed” or “it froze” gives you nothing to act on, so the bug survives release after release while quietly costing you players.
Automatic error capture closes that gap. Each failure arrives with its full stack trace, the device and OS, the build number, and a breadcrumb trail of what the player did right before it broke, so even a failure you have never seen becomes a specific, reproducible issue. Fold identical failures into one signature ranked by how many players each hits, and your worklist sorts itself worst-first instead of arriving as a stream of vague complaints.
This is where a tool like Bugnet earns its place. Its SDK captures every Unreal Engine error automatically with the full stack trace plus device, OS, memory, build, and game-state context, folds duplicates into one grouped issue with an occurrence count, and ties each to the build it first appeared on — so you fix the problem that hurts the most players first and confirm it is gone when its signature disappears from the next release.
The errors you never hear about are the ones quietly costing you players. Visibility turns them into a worklist.