Active Editor Viewport Camera different from Pawn Camera

Hello, I’m having trouble because for some reason whenever I play from the Active Editor Viewport the view is different from the Pawn’s Camera that I have created. In my level, I have my pawn (BP_RoadPawn) setup to follow a spline’s location and rotation. While the code for following the spline seems to work perfectly fine (As seen in the first image), and the BP_RoadPawn’s “view” seems to perfecltly follow the road in simulation mode, when I go to actually run the level in the Active Editor Viewport the camera will follow the spline’s location, but will be at the Pawn’s origin and will not follow the Pawn/Camera’s rotation at all.

I’ve tried Disabling Auto Manage Active Camera Target in the Player Controller, making sure the Pawn isn’t using Controller Rotation, making sure Auto Posses Player is set to Player 0, ensuring that the Camera is a child of the DefaultSceneRoot Component, but nothing seems to make the Camera rotate (The cube is a child of the camera so I visibly see where the camera is)

Does anyone have any idea what’s going on? I’ve been racking my brain at this for hours and just don’t understand what I’m doing wrong.