After doing some logging it looks like this is happening for my respawn logic:
SERVER calls DetatchFromControllerPendingDestroy() on client actor
SERVER calls Destroy() on client actor
SERVER UnPossess
SERVER Actor Destroyed
CLIENT UnPossess
CLIENT Actor Destroyed
SERVER BeginPlay (NULL controller)
SERVER Possess Actor
So Possess() gets called after BeginPlay() on the Server and that’s why the controller is null in BeginPlay(). But neither Possess() or BeginPlay() get called on the Client.
I have logic that depends on having a valid controller:
Controller->IsLocalPlayerController();
Where should I put the logic that depends on having a valid Controller after respawning?