I have the same problem currently. I am checking for collisions, but in the log I get a message on the occasions when the spawn fails “Couldn’t spawn Pawn of type MyCharacter_C at PlayerStart1” where PlayerStart1 changes since it has been randomized.
However, in the IsSpawnpointPreferred function, the Player->GetPawn() call fails to cast to ACharacter. I do not know why it is failing, but that is what is causing the spawning of the player to fail.
Any ideas as to why the initial cast is failing?