Game Mode (Stand Alone) issue since 5.3 also happens in 5.4 and 5.5.

Spawning player from another actor that is moving (rotating) to do this I created a “spawn point” class which is an actor with a capsule so it is sized to the same since as a “real” spawn point. It isn’t a real spawn point, just a default actor acting as a location.

Since it is moving and default spawn locations can’t move this has been working for years. Since upgrading to 5.3 only in Stand Alone mode > It works in PIE and Package (shipping game fine) the player is spawned at 000.

To over come the issue in the game mode I removed the default pawn class my player (actor not a pawn) from the Game mode so it is empty.

I have been working around this not using Stand Alone mode for almost a year now, and it would be nice to use it again.

I been waiting for what ever changed in 5.3 to be fixed in 5.4 and 5.5 but I still have the same bug. What changed in between 5.2 and 5.3 that start causing this issue? Same code works perfectly in 5.2 and previous versions.

It is a typical setup > Level Intro 5 seconds > Player Spawns which can be rotated to a new location but are stopped while the spawning is happening > Controller is attached > Get Ready Style Cinematic > Game Starts.

Think of a racing game, you see the track and overview fly over, then you see your car, then you are connected to the car, and the race starts.

I tried many different things to fix this by using traditional methods for controlling the player spawn which a lot have to do with networking this game is not networked at all. Single player only project and I have mostly disabled anything to do with networking even though it still spawns some items by default.

Couple of extra details:
The actor that is calling the spawn event from game mode is always in the level at the center, this event is triggered from a Timeline which casts to the game mode to do the spawning event. I think the reason this breaks in Stand Alone only is that Game Mode runs before everything looks for the default pawn sees it is empty spawns a default player start point because none are located in the level and then has nothing to spawn at it so it just leaves it empty or spawns the default pawn. It is not letting my code run which is starting after the intro cinematic 5 seconds after the level loads.

It seems that I am forced to spawn the player the proper way - hide it - move it ? True?