Okay so I’ve solved it today. I tracked the issue down to my movement system not being set up properly, thus making it seem as though there is no Player Controller possessing the character.
My movement systems requires the Player Controller of the character to set up properly, so when the character was spawning, the nullptr PlayerController obviously wasn’t cutting it. So I made a function to retry setup of the movement system after the possess node fires, and that solved the issue.
