Multiplayer blueprint: Server always tries to possess a new spawned pawn

Hello good day,

May I know where you calling switch character event? Is it within the gamemode or some other blueprint.
May I also know the way you are passing the player controller in the event.
Is the player controller passed via the get player controller event or a from an Event Post Login in the gamemode?

It might clear up something if I know how it is setup.

Thanks.