Client possession of local saved character

Hello,
I am trying to figure out what the best way to go about loading and possessing a locally saved character for a multiplayer game.

Everything runs smoothly while playing in single player, and for the host who creates the server; however, when the client joins in I cannot get the player to spawn or be possessed. The attached blueprint is running on the player controller. All of the inputs for “Possess Character” are valid and correct; however, when it’s pass through to the server event the in pawn returns null.

I have tried running the spawn/possession in the GM; however, I haven’t been able to figure out how to cast to the client player controller where the character information is set from the locally saved data. As every cast to the player controller returns the server’s player controller.

Any thoughts to help proceed with this would be appreciated.

Thanks a lot!