So this means this is happening further down the line after spawning. Please try the following so we can better determine where the error is. Please include the results (with as much detail as possible please) until the player spawns correctly.
Move your player start high into the air. (Not on a platform but actually in the air)
Place your pawn high in the air and auto posses to it after deleting player start.
Replace the default pawn in your controller with the default third person character blueprint.
Place the default third person character in the level and auto-posess to it.
So that narrows thing down to specifically your character. Is there anywhere in your character that you set the world position or any offset via blueprint? Or even in your player controller if you have a custom one? Maybe in your crouch functionality, your update target height function, or your line trace functions?
Also, out of curiosity, what happens if you disable/disconnect the pins to your spawn weapon event. It doesn’t look like there is anything wrong, but it may be worth checking to make sure there is no weirdness going on.
That’s great! It looks like your timeline may accidentally be playing automatically leaving you with the end result or too big of an offset. Though from the tutorial above, your character should only be accessing this timeline during specific montages. I would try disconnecting the different montage/timelines groups one by one to see if you can pin point exactly which one is causing issues.
Awesome, now that it’s narrowed down, I would focus first on these questions. Is your montage possibly accidentally playing at all times? Is your alpha value somehow not playing well with the offset value you have set?
I hope the above leads you toward the solution you were looking for.
Checking in! Were you able to pinpoint why the top node was causing problems? Was the above the solution you needed? Are you still needing help fixing this issue?