Client Possessing DefaultPawn class? + Character animation rate issue? Fresh project, default replication

Hi. I’ve recently started learning Networking with blueprints and have setup a basic Advanced Sessions host/join menu that works perfectly.

However I seem to have an odd issue I’ve never faced before. For my project, I have 2 levels - MainMenu and Level1.

From the World Settings, I’ve setup different GameModes and PlayerControllers for each level. Default Pawn is set to ThirdPersonCharacter. When I host game on my server and join as client, the client does not possess the default pawn. It starts using the DefaultPawn class. I have setup different PlayerStart’s.

What can this issue be about? Here is a quick video demonstrating the issue:

To combat this, I tried setting the Default Pawn Class on Level1 to None and getting connected player(s) controller(s) from the GameMode - Event OnPostLogin, then spawning actor + possessing for each controller. However that seems to break something because then the default animations of the ThirdPersonCharacter gets played in a faster rate. Here is a video of that as well, I also show the code on my Level1 GameMode and PlayerController:

Hope someone can help me out. This sub does not look really promising ngl! :sweat_smile: But I’m sure someone can understand this issue here and guide me to the right path. I just started Multiplayer and it’s really tough when you are especially solo. Appreciate ANY help!

Solved: I’ve went ahead and set the default pawn class to none then removed the foreach loop for connected players in my gamemode before spawning the actor(s) and it magically started working as intended.