pass lobby data to game map

That’s a different issue, so I would recommend you open a new thread, and that you check your logs (either in /Saved/Logs or in real-time inside the editor in the Output Log) beforehand and try to fix it yourself, or use that to provide further related info.

You have done what I suggested, and that looks fine to me (if you’ve done it in cpp, you would have saved yourself the client RPC), so no problem with the core system. The few notes I could give are:

  1. SpawnTeamClient doesn’t need to be a client RPC. Think about it, you fired a client RPC beforehand, you’re already on client, why would you fire another client RPC? Just to make sure you’re on the client again? No, that’s useless, and it would fire as a normal function anyways, so make it a regular event instead.

  2. From the looks of it, you are spawning all pawns at the same transform, by picking the first entry of the array (i.e. SpawnsTeamX[0]), and in return there’s a great chance that pawns spawn on top of each other, and not be able to get possessed correctly. In which case you could also be having the problem of characters not spawning (so you see a message in the Output Log like SpawnActor failed because of collision at the spawn location...).