All events should behave like ‘infinite’ events in Kismet. I’m not sure why it would not fire in this case, did you put a break point in it?
You probably want to use the transform of your old pawn to spawn the new one, rather than the PlayerController transform, which is rather undefined. PC’s don’t really have a ‘location’ as such. Also the rotation of the PC and Pawn will be different if eg you are looking up.