I think the way I got around this was either:
- Using PlayerStart’s instead of directly placed characters.
or 2) The Auto-Possess setting in the Character. I set mine to ‘don’t auto-possess’ because the login/spawn process takes care of ownership assignment. You may have to override
void ACharacter::PossessedBy(AController * NewController)
{ }
for your Character to have a reference to it’s Controller, if that’s a thing you need.