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Why is my pawn's rotation being overrided?

I've recreated the respawning logic from the Multiplayer Shootout project (but in a Paper2D game) and for some reason Player 2 will always spawn as expected, then immediately change rotation to default (even though the Player Start has a different rotation). I've tried a few other methods to spawn players at the start of the game and set their rotation, but every time Player 2 will switch immediately after spawning.

Is this a bug or am I doing something wrong?

Game Mode - Post login 1

Game Mode - Post login 2

Game Mode - Respawn 1

Game Mode - Respawn 2

Product Version: Not Selected
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asked Mar 29 '15 at 10:22 AM in Blueprint Scripting

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Suit and Tie
6 1 6 8

avatar image Suit and Tie Mar 31 '15 at 12:52 AM

I should also mention that the Player 2 pawn correctly uses the Player Starts' rotation, but only if I don't add the logic pictured in the original post. The problem with this is the initial spawn location for Player 1 and Player 2 is not consistent, which is why adapted the Game Mode Blueprint from MultiplayerShootout.

avatar image imad laggoune May 20 '19 at 06:06 PM

Hello , am having same problem in ue4.22 could you help?

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