Pawn breaks in PIE Multiplayer

I have made a very simple game following the shooter game example.

I have a character with a proper 3D mesh and camera component the actual pawn class set in world setting is a blueprint derived on my custom character c++ class.

When I play as single player (1 player in play options) then everything goes as expected. But if I increase the no of players to 2 then, only the player in editor works correctly and the player in other window has its pawn stuck in air (at the location of player Start) the movement does not works and only yaw and pitch controls work.

Moreover If I check the “Run dedicated sever” with 1 or 2 players then all of them are stuck in air and won’t move on movement input but rotational inputs (yaw and pitch still works).

I have checked the replication boxes in the blueprint but its not helping anything.

This is the only code responsible for player movement in my character class

void AEECharacter::SetupPlayerInputComponent(UInputComponent* InputComponent){
	InputComponent->BindAxis("MoveForward", this, &AEECharacter::MoveForward);
	InputComponent->BindAxis("MoveRight", this, &AEECharacter::MoveRight);
	InputComponent->BindAxis("LookYaw", this, &AEECharacter::RotateRight);
	InputComponent->BindAxis("LookPitch", this, &AEECharacter::RotateUp);
	
}



void AEECharacter::MoveForward(float scale){
	GEngine->AddOnScreenDebugMessage(1, 5, FColor::Blue,*(FString::SanitizeFloat(scale)));
	FRotator controlRotation=GetControlRotation();
	controlRotation.Roll = controlRotation.Pitch = 0;
	AddMovementInput(controlRotation.Vector(),scale);
}

void AEECharacter::MoveRight(float scale){
	GEngine->AddOnScreenDebugMessage(1, 5, FColor::Blue, *(FString::SanitizeFloat(scale)));
	FRotator controlRotation = GetControlRotation();
	controlRotation.Roll = controlRotation.Pitch = 0;
	const FVector Direction = FRotationMatrix(controlRotation).GetScaledAxis(EAxis::Y);
	AddMovementInput(Direction, scale);
}

void AEECharacter::RotateUp(float scale){
	AddControllerPitchInput(scale);
}

void AEECharacter::RotateRight(float scale){
	AddControllerYawInput(scale);
}

Okay I was stupid again! I forgot to call Super:: functions in possedBy and SetupPlayerInputComponent