I have created a procedural level generation system utilizing C++ backend and a blueprint spawning system for the objects in the world. In 4.18, I could call SetActorTransform on my GetPlayerPawn(0) and it would move the character to the offset I have set in the level generation system successfully. This was great until 4.18 decided it would break my blueprint to C++ linkage each time I restarted the editor - this was apparently fixed in 4.20 and I can now spawn my level with no issues anymore and restarting doesn’t break the backend.
Instead, my current player pawn continues to fall in a random location (its not even spawning at the PlayerStart pin I have dropped in my level) and calling the same blueprint functions above have no affect on the player.
I try to spawn the player character class manually in that location and it fails to spawn at all.
What am I missing? I can post more detail if required.