Client character moves fast and jerky until gamemode calls RestartMatch()

In the build but not the pie, I’m having an issues where the client character moves fast and jerky until gamemode calls RestartMatch(). I’m currently using seamless travel and I feel like that may be causing it, but i’m not sure. Here’s my spawn default pawns for function. The team init function gives the controller owner ship and tracking of the 3 spawned characters and makeks it so the 2nd and 3rd character are disabled until swapped to


void ABrawlersOfDualityPlayerController::TeamInit()
{
if (GEngine) GEngine->AddOnScreenDebugMessage(-1, 20, FColor::Cyan, FString::Printf(TEXT(“%i TeamCharacters”), TeamCharacters.Num()));
if(TeamCharacters.Num() < 3)
{

	return;
} 
TeamCharacters[0]->SetOwner(this);
TeamCharacters[1]->SetOwner(this);
TeamCharacters[2]->SetOwner(this);
TeamCharacters[1]->ServerSwapOut();
TeamCharacters[2]->ServerSwapOut();
TeamCharacters[0]->ServerSwapIn();

bTeamInitialized = true; 

}
void ABasePlayableCharacter::ServerSwapIn_Implementation()

{

MultiCastSwapIn();

}

void ABasePlayableCharacter::MultiCastSwapIn_Implementation()

{

BrawlerMovementComponent->GravityScale = 100;

bIsActiveCharacter = true;

if (BrawlerPlayerController)

{

BrawlerPlayerController->Possess(this);

}

//EnableInput(GetController());

BrawlerMovementComponent->Activate();

SetCombatState(ECombatState::ECS_Idle);

OverheadWidget->SetVisibility(true);

GetMesh()->bPauseAnims = false;

GetMesh()->SetVisibility(true, true);

SetActorEnableCollision(true);

BrawlerMovementComponent->MaxWalkSpeed = WalkSpeed;

bDisableGameplay = false;

}

void ABasePlayableCharacter::ServerSwapOut_Implementation()

{

MultiCastSwapOut();

BrawlerMovementComponent->GravityScale = 0;

SetActorEnableCollision(false);

}

void ABasePlayableCharacter::MultiCastSwapOut_Implementation()

{

BrawlerMovementComponent->GravityScale = 0;

bIsActiveCharacter = false;

if (Controller && (HasAuthority() || Controller->IsLocalController()))

Controller->UnPossess();

bDisableGameplay = true;

SetCombatState(ECombatState::ECS_Idle);

OverheadWidget->SetVisibility(false);

//DisableInput(BrawlerPlayerController);

GetMesh()->bPauseAnims = true;

GetMesh()->SetVisibility(false, true);

SetActorEnableCollision(false);

}

Turned off seamless travel and everything works as intended now. I would prefer to use seamless, so if anyone has a solution I would prefer that