Spawning Player as a Pawn Chosen in Another Level's Menu

Solved it already with a simple Get player pawn → destroy actor before spawning the car.

The problem I have now, and it’s even more bewildering is that one specific car gives me the problem of spawning at origin and having no control. Every other of the 9 cars work perfectly now, except one, they’re all from the same package and structured identically. The blueprint logic for selecting and spawning them is the same.

The only place where it’s any different is in the menu, and even still it’s the same exact nodes, copied and pasted, with the only actual difference being selecting the specific drivable blueprint for that car. I don’t even know what I could test with. The print strings are still working and show the right blueprint, but I get this

Every other car works fine and I get this