Problems with camera when possessing a Pawn

I have got a very simple scene. All I got is a Pawn which I want to posses in the start and get control of. I however don’t want the camera to jump to the pawn from the starting position when the Pawn gets possessed.

I’ve got a problem when possessing a pawn. My camera jumps to the pawn even if I have set “bAutoManageActiveCameraTarget” to false in my player controller.

I have also set my game mode as custom game mode in my world settings.

Any ideas what I might be missing here?



ACustomPlayerController::ACustomPlayerController() : APlayerController()
{
    bAutoManageActiveCameraTarget = false;

}


ACustomPawn::ACustomPawn()
{
     // Set this pawn to call Tick() every frame.  You can turn this off to improve performance if you don't need it.
    PrimaryActorTick.bCanEverTick = true;

    StaticMesh = CreateDefaultSubobject<UStaticMeshComponent>("StaticMeshComponent");
    FloatingPawnMovement = CreateDefaultSubobject<UFloatingPawnMovement>("PawnMovement");
    AutoPossessPlayer = EAutoReceiveInput::Player0;
}


ACustomGameModeBase::ACustomGameModeBase() : AGameModeBase()
{
    PlayerControllerClass = ACustomPlayerController::StaticClass();

}