Gameplay First Person Camera Device does not respect rotation of Teleportation

@Flak

Project ID:
25ef2c01-4479-02a7-295b-c1a6c7699f06

Experiments I conducted on that Project already:

Rotation seems to be respected with Teleporters when a player has been alive for longer than ~2.5 seconds. But if a player is eliminated, their rotations are inconsistent for (:agent).Respawn(), (:fort_character).TeleportTo, and (:teleporter_device).Teleport(:agent).

First Person Camera is consistently buggy with the player model; showing two layers of the player and one without any material unless it is bugged with the blue .VFX over the top of it.

Third Person rotations were 100% successful in my tests.

First Person Camera rotations were about 80% successful in my tests.

Third Person character model and its .VFX/materials were 100% correct in my tests.

First Person Camera POV was 0% successful in my tests after respawns; it was either invisible or covered in the blue .VFX and it was often skewed and/or not holding a weapon.

If a FPS Camera is assigned to a Fixed Point Camera and is removed from that Fixed Point Camera and then Teleported, the rotation fails 100% of the time and is stuck on the same rotation as the Fixed Point Camera was.

Toggling a FPS Camera off and on too fast will cause an invisible player model or an extremely skewed POV.

Please let me know if you need anything else!