Player Controller unpossesses the pawn after client seamless relative travel

Hi!
I wanted to create a project with one dedicated server which resides on some Persisten_Server_Level, and clients, each - in it’s own isolated level getting replicated info from the server.
I implemented client seamless travel (relative), with GetSeamlessActorList. I managed to make the client travel from Persistent_Server_Lavel to Client_Map (with transition_level), taking one static mesh (by GetSeamlessActorList) to the Client_Map from Persistent_Server_Lavel.
But whatever i did (with adding the Pawn to the GetSeamlessActorList) - in 5 seconds after the travel the Pawn was unpossessed and destroyed. I even did RestartPlayer, thus crating a new Pawn for the PlayerController, but still it was destroyed as well in several secs. Have been struggling for a week already.
Anybody can help here please?