The “teleport” or “dying” just causes one of the circumstances to be present, which is rezzing the buildable. While the order of rez is one of the reasons it happens, it is not the cause.
Like I said before, it is caused by an inherent problem on the way the hierarchy is giving the object its properties. Meaning: An object is not a simple “full on actor”, instead, it is a something that results from inherited properties, methods and components.
As the “Elon Musk type” (people who have a long list of followers adulating think they get credentials from that) decided to start a “ad hominen”, let me get back to the technical aspect after the ignore:
An object in Unreal Engine, much like any other development engine, derived from how Object Programming works, comes from a long line of objects.
The foundation you place in a building for example comes from the foundation “master”, which is the code “common” to all foundations. That code comes from the “Building base”, common to all the objects that can be built, which comes from another building foundational object, which is common to objects that are “buildings”, being them built by players or inserted as built things on the whole level, and those come from others all the way to the basic class from Unreal Engine, all the way to the actor class.
Every object might have code that is added during this “nesting”. For example, a building that will never be destroyed does not have a component that account for damage or integrity. Once at some point it is the code of something that can be damaged, it receives a component that account for damage.
The same way, there are specific components that look for collision, building position, building slot attachment. So for example a wall has a component that checks if it is slotted in another building, a foundation also have that, but while the foundation does not require it, the wall does. All of it is done by different components, added along the inheritance hierarchy.
If something is wrong up there in the more basic levels of hierarchy, and it does not show to be bugged, but then somewhere down the hierarchy it does, you might not be able to fix that even if you know what the problem is.
That simply because you build a long hierarchy of code that rely on the bugged code to work. So not only you need to know how to fix the code, but you need to know how to do it in a way it does not change the whole other stuff you do that rely on that code.
So while it might seem to the amateur that not solving something means you dont know what the problem is, the people who are dealing with the problem have other things to think about other than “reading some google page and thinking they know everything”.