Yea I realized that as well when I left to do other stuff. Didn’t had the time to fix it though. I have some more time right now to dive in a bit deeper and otherwise I hope I’ll figure it out tomorrow.
EDIT: Did some more digging around and tried things with Force Net Update as well as SetPawn(…) as I noticed RestartPlayer calls explicitly before Possess is called (wrapped in a blueprint class so I could use it outside of C++ code). Sadly, nothing I tried so far has worked.
I ended up searching around the and AnswerHub to see if someone else reported anything at all and it would appear someone has the exact same: Replicating switching pawn possession - C++ - Epic Developer Community Forums
Funny enough, during my own testing I established the same thing as he did; destroying the Sedan first makes the possess work just fine…
Will continue work on tomorrow. Good night and have a Merry Christmas ![]()