Level Sequence destroying local player controllers

My multiplayer game has an event that fires on the client side. I’m using this event to play a level sequence for the clients. I was experiencing strange behavior in my game when testing through the editor with 2 or more clients, using a dedicated server. Here is that behavior: UE4 PIE Dedicated Server Replication Problems - YouTube

I eventually found out that my non-AI characters(the ones with the dark blue arrows) weren’t moving because they were being unpossessed after the level sequence was finished playing. They were being unpossessed because the player’s local playercontroller was being destroyed. I found that if I didn’t play the level sequence, everything worked fine.

Anyone have any idea why a level sequence would destroy a local player controller?

Nevermind. This was due to my PlayerController having a Multicast UFUNCTION. My mistake.