How to handle a multiplayer respawn in BP?

I got only the listen server working so far(make sense since the server side is working), but once I do dedicated server, non of the client will recover from respawn. Btw, now that you mentioned, there indeed have extra message I didn’t think they are important before.

After the controller failed to control new pawn, after a very long(like close to one minute.) time, log will start to compliant something like this.

LogNet:Warning: FRepLayout::SendProperties_r: Property has been unmapped longer than normal: Owner

LogNet:Warning: FRepLayout::ReplicateProperties: Properties have been unmapped longer than normal: PlayerState

LogNet:Warning: FRepLayout::SendProperties_r: Property has been unmapped longer than normal: Owner

LogNet:Warning: FRepLayout::ReplicateProperties: Properties have been unmapped longer than normal: PlayerState

It looks like a client complaint(LogNet), but didn’t state what is missing those 2 properties: Owner and PlayerState. Both clients complaints so that’s normal. But I can’t find anything to set Owner, and nothing related to PlayerState in BP(search from All classes in palette)

edit:formatting