It looks like you are using a random SpawnPoint every time one of your pawns trys to spawn. So it could be possible that 2 or 3 pawns try to use the same spawn but if there is already a pawn they cant spawn. You have to tell your pawns “Hey, this PlayerStart is still fresh” or “This PlayerStart is already taken, next”. Have a look at this:
Ah it seems like a solution. Thank you kindly. I copied and implemented your example into my project.
But it is not going perfect in my project.
When playing as Listen server, PlayerStart1 is always ignored and I need Additional PlayerStart4(fifth PlayerStart) to spawn fourth player’s pawn correctly. And when playing as Client, PlayerStart0 is always ignored.
I want to know what is wrong…
Sorry! I found I was wrong. I wrote unwanted nodes in my blueprints when I was struggling to implement because I have never used function overwriting. Now problem is solved.