PlayerStart sometimes works, and sometimes doesn't in multiplayer

Watch my project glitches.

I wanted to spawn 4 player pawns by 4 PlayerStarts.
Some players spawn correctly and some don’t. Every time the result changes.

What is going on with PlayerStart? What is the cause of this? Can I ignore this issue?
I’m using UE5.0.3. No error messages.

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:

Here is an example:
PlayerStart.zip (812.5 KB)

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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…

Do your PlayerStarts have the same Z height? What happens if you place them higher? Maybe it is a collision failure.

Changing their heights didn’t help. Capsule collisions are distant enough.
Hmm, maybe I can place playerstart0 and 1 at same location, for now.

Does my example work as intended? If yes, can you spot a difference?

Your example worked perfectly. I don’t know what is the big difference.
I created blank level and new pawn and gamemode then got same result.

I used PrintString and it seems like something takes first PlayerStart before the server logs in.

Can you share your example project?

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.

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Great, then good luck and have fun :slight_smile:

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