Client lag when not spawned by the player start

Hello, since I changed my way of spawning players in my game, they are very often laggy/have light rollbacks. I figured out that is because I was not using the player start anymore.

Gamemode BP that handles spawning the new players :

I’m using an empty BP to mark spawns on the map and then when they join the game I spawn them on their respected location. I did this because I need to have the second player always spawning on the second player area and etc…
With this behavior needed I can’t use the classic spawns of the gamemode and the player starts since the player starts are selected randomly from the engine when it need to spawn a player.

I’m kinda stuck here, I suppose the player start is doing something under the hood I don’t know, that’s why I’m asking if someone know a fix to this or how to have the behavior I want with player starts.

direct route would be to edit (Override) the base functions for selecting the player starts.

Find Player State && Choose Player Start are the specific functions.

There are alternatives. I use a loading pawn set up that makes a call back to the server that the map is loaded on client. The GM will destroy the loading pawn and spawn the actual character at whatever location you want.