Help spawning player pawn without the UE server

Trying to spawn a player without UE5 server setup. I am making my own custom net code and need to be able to spawn players on client screens so you can see the other players. I keep getting an error and can not figure it out.

*** Here is the spawning snippet:

FActorSpawnParameters SpawnParams;
SpawnParams.Owner = this;
SpawnParams.Instigator = GetInstigator();
GetWorld()->SpawnActor<ASDCharacter>(PlayerPawnClass, location, rotation, SpawnParams);

*** Relevant info:

ASDCharacter : public ACharacter

UPROPERTY(EditAnywhere, Category = "Spawning")
TSubclassOf<APawn> PlayerPawnClass;

** ERROR:

Assertion failed: Bodies.Num() == 0 [File:D:\build\++UE5\Sync\Engine\Source\Runtime\Engine\Private\PhysicsEngine\BodyInstance.cpp] [Line: 1608]

UnrealEditor_Engine!FBodyInstance::InitBody() [D:\build\++UE5\Sync\Engine\Source\Runtime\Engine\Private\PhysicsEngine\BodyInstance.cpp:1608]
UnrealEditor_Engine!UPrimitiveComponent::OnCreatePhysicsState() [D:\build\++UE5\Sync\Engine\Source\Runtime\Engine\Private\Components\PrimitiveComponent.cpp:852]
UnrealEditor_Engine!UActorComponent::CreatePhysicsState() [D:\build\++UE5\Sync\Engine\Source\Runtime\Engine\Private\Components\ActorComponent.cpp:1714]
UnrealEditor_Engine!UActorComponent::ExecuteRegisterEvents() [D:\build\++UE5\Sync\Engine\Source\Runtime\Engine\Private\Components\ActorComponent.cpp:1771]
UnrealEditor_Engine!UActorComponent::RegisterComponentWithWorld() [D:\build\++UE5\Sync\Engine\Source\Runtime\Engine\Private\Components\ActorComponent.cpp:1428]
UnrealEditor_Engine!AActor::IncrementalRegisterComponents() [D:\build\++UE5\Sync\Engine\Source\Runtime\Engine\Private\Actor.cpp:5432]
UnrealEditor_Engine!AActor::RegisterAllComponents() [D:\build\++UE5\Sync\Engine\Source\Runtime\Engine\Private\Actor.cpp:5371]
UnrealEditor_Engine!AActor::PostSpawnInitialize() [D:\build\++UE5\Sync\Engine\Source\Runtime\Engine\Private\Actor.cpp:3796]
UnrealEditor_Engine!UWorld::SpawnActor() [D:\build\++UE5\Sync\Engine\Source\Runtime\Engine\Private\LevelActor.cpp:731]
UnrealEditor_Engine!UWorld::SpawnActor() [D:\build\++UE5\Sync\Engine\Source\Runtime\Engine\Private\LevelActor.cpp:439]
UnrealEditor_ShadowDrift_5933!ANetClientStateActor::OnDataReceived() [C:\Users\neele\OneDrive\Documents\Unreal Projects\ShadowDrift\ShadowDrift\Source\ShadowDrift\NetCode\NetClientStateActor.cpp:198]
UnrealEditor_ShadowDrift_5933!NetClient::Listen() [C:\Users\neele\OneDrive\Documents\Unreal Projects\ShadowDrift\ShadowDrift\Source\ShadowDrift\NetCode\NetClient.cpp:92]
UnrealEditor_ShadowDrift_5933!std::thread::_Invoke<std::tuple<void (__cdecl NetClient::*)(void),NetClient *>,0,1>() [C:\Program Files\Microsoft Visual Studio\2022\Community\VC\Tools\MSVC\14.38.33130\INCLUDE\thread:61]
ucrtbase
kernel32
ntdll