I am writing a multiplayer game that overrides the ChoosePlayerStart method to choose a player start based off of which team the player belongs to. I have debugged and tested this and it’s working correctly.
On the server, the player spawns immediately at the correct location. On the client, the player spawns in an incorrect position (seems like 0,0,0) for a split second, then moves to the correct spot. I am not sure why this occurs and it looks very unprofessional.
Some additional details: I have tried to create a black screen widget that covers the screen for the first few seconds, which gets created on the level’s BeginPlay, HOWEVER the spawning seems to happen before then since I can still see the client spawn for a split second before the screen goes black.