Currently I’m overriding the game mode used for a given level and found out that the default pawn class I’ve indicated to be spawn in the level is spawning however is referenced as the spectating pawn class so whenever I try to use GetPlayerPawn and cast to the blueprint I’m using for my default pawn class it fails.
OnPostLogin passes as an input the controller of the newly created player so do not use GetPlayerPawn 0 but the incoming controller of the newly logged in user.
Even if I don’t cast to my player pawn class and just added a tag to the controlled pawn it doesn’t add a tag to the pawn and returns an “Accessed None” error.
Do you have a “Default Pawn Class” setup in the game mode?
If set to none then either set it to a pawn or pawn derived class, or spawn it in the post login event and posses the newly spawned pawn with the incoming player controller.
Also check if the GameInstance is set to GameInstanceBP. Project settings => maps and modes => Game instance (near the bottom)