Matinee and Multiplayer bug if client posesses multiple pawns

Hi!
Here’s the simplest situation where this bug is consistent:
Multiplayer game, based off multiplayer shootout.
Player Controller BP has a custom event where it creates a caracter BP instance and save it to a variable, and gets a reference to the pawn it begins game possessing, and stores it into another variable.
Main level has a blackbox with player start in it. Host and all clients show up there. (there is no collision between pawns) after host clicks a button on a widget, a streaming level gets loaded.
In that streaming level’s BP every player gets teleported (set actor location for the pawn and set controller rotation for the player controller) to a specific point (let’s call it “Entry Point”). and an event is dispatched making every remote player swap into the Character. (mainly: Unpossess Pawn, store player controller rotation into a variable, set actor location for the character to match the paw’s location, then Possess character, then sets player controller rotation to the stored value)

After that point each client may walk around freely, until host clicks another widget button that calls Play on a matinee on the loaded level. The matinee has a camera actor animated and a director group. It works fine and replicates so that Everyone, clients and host, all get to see the matinee. If the host clicks pause and resumes, everything works as intended and gets replicated. But…

THE BUG!!
Once the host tells the Matinee to STOP (not pause, Stop.), for the host everything works fine, he goes back to where he was… but for every client, they are sent back to the “Entry Point” location, with player controller rotation set to 0,0,0, and they can’t control anything anymore.

The workarounds:
I’ve managed to “fix” it by adding and input action that tells the player controller to swap into the pawn, and then swap back to the character (as described above… unpossess, etc…). this not only worked to give the player control back, but it also “teleports” the players back to where they were before the matinee begun playing.

Another thing, I’ve discovered that the place where the matinee “locks” the client players after the stop is allways the exact same place where they first called a “Possess” node in the level.

So… any lights as how to fix that issue with the stop on the matinee? Since matinees run only on the server, It’s giving me a lot of headache to tinker with without having to resort to tinker with the source code, and I don’t want to have t d that so close to the final release of 4.8