Networking (LAN multiplayer) in Blueprints

Hello everyone! First question here, been trying to get this to work for a long time.

I’m Making a LAN project with blueprints, and everything runs correctly using the engine’s testing mechanism for MP (Simulating in dedicated server, as listen server, etc)

The projects Spawns a pawn for each logged in player for him to possess.

But as soon as I try running the project in Standalone on multiple machines (Identical duplicated Project) It “Kicks-out” the Client post login right after he possesses his pawn. (can see the map at 0.0.0 for a brief moment and gets kicked out).
Server is visible In a custom server browser, can be connected to through sessions and Console commands, and a LAN unreal Project runs completely fine with both machines. (ports 7777-7779 open as well)

went through the Blueprint and Framework logic and everything seems fine (Though maybe I’m missing something?)

Any Idea of what can cause this behavior?

or how to run a level with a dedicated server from a console command? though I doubt the latter will help.

(And maybe this will be helpful to mention - Sometimes the the server spawns an extra pawn, and After debugging I’m positive that the client goes through the entire log in and possess process.)

Cheers everyone!

and thanks in advance.

The Problem’s origin is in a Plug-in within the Pawn.

Contacted the Plug-in’s developer and he fixed the problem above.

Some Jitter is still present- Most likely because of the Landscape and Ticks required to replicate. (Will manage those)