OnPostLogin spawn issue

I have level streaming working for multiplayer - dedicated server. I would assume this would also work for listen servers.

Here is how I did my loading screen using streaming.

I have 3 levels, CityLvlPers (persistent), City, and LoadingScreen. City and Loading Screen are sublevels of CityLvlPers. I also made sure that the streaming method was blueprint and not always loaded.

Loading Screen is a completely blank level while City contains my city.

In my CityLvlPers Level Blueprint, off of Event BeginPlay, I call Load Stream Level with my Loading Screen, and off of the completed pin I call Remote Event with the Event name LoadLoadingScreen.

In my Loading Screen level blueprint, I have a custom event called LoadLoadingScreen (like the previous line). Here I check if it is a dedicated server running this, or a client, and branch off to either immediately calling Load Stream Level for City and Unload LoadingScreen for the dedicated server. Or for the client, I add a UMG widget to the viewport and then call Load Stream Level for City with Should Block on Load checked. When that is completed, I removed the UI Widget, Unload the LoadingScreen stream level, and set the Should Be Visible of the Get Streaming Level function with City to true.

There is a youtube of where I learned to do this. Level Streaming. You will probably find that easier to follow than my description.