Ok think I figured out what’s happening, in the blueprint using the example information I’m trying too keep the blueprint operations separated as in the tutorial, the problem with this is, after watching the flow of the events, I notice that not all of the information is displayed in the blueprint debug, and not all of the blueprint is being executed. The remote portion of the code after something such as setting text is not. My blueprint data flow only shown data flowing along the authority side of things. However, I did not see the visual communications of the data flow for the remote side which does complete up to once text is set. I did a test by setting a Delay between connections so I could visually look at a countdown timer in the blueprint, the timer countdown would only become activated visually in the blueprint editor once the data flow reached the Delay object, after doing this it became clear that it only did this on the Authority side, but not the Remote side. After noticing several other problems, such as the position being reset automatically from PlayerStart 2 back to the original PlayerStart 1 position after 3 seconds shoving the second player back to the PlayerStart 1 position, I adjusted the blueprint accordingly to set using a delay object which seemed to have fixed the problem, ignoring the Remote end of things, and using Teleports, etc… Another thing was I also started with the collision setting as The Jakal described, so the collision problem isn’t fully fixed yet, but player 1 and 2 are placed exactly where I want them to be using the Player Starts so for now I’m happy with that.
Most of why this happens is probably due to design of the networking portion of the changing of things such as positions like this should be done on the server end, and the remote side being more visual on the lighter side of things, which is possibly the logic of it and might explain why it acts this way.
Below is the Blueprint I used:
The final result being this: