Client Respawn Not Working

I have a volume in my multiplayer game that kills and respawns the player when they overlap with it. This all works when I test my game in the editor (on both the client and server). However, when I test this on a remote client the client’s movement is disabled but doesn’t respawn.

Here’s my respawn code:

if (World)
{
	ATeamsGameMode* GameMode = Cast<ATeamsGameMode>(World->GetAuthGameMode());

	if (GameMode)
	{
		GameMode->RequestRespawn(this, Controller);
	}
}