How to pass pawn info before pawn spawns when client connects to the dedicated server?

I know how to change the default pawn. A new, community-hosted Unreal Engine Wiki - Announcements - Unreal Engine Forums

I have my client getting login information from a webapi and I am successfully passing that information in an RPC call on the client side of BeginPlay of my player controller. (although I found the UE4 docs to wait until PostLogin on the game mode is called)

My problem is that the server side controller is done (GetDefaultPawnClassForController_Implementation) and GameMode PostLogin is called before my client side controller can make the RPC, so that the login information is too late to use to use in GetDefaultPawnClassForController_Implementation to make the decision on which pawn to return.

Should I be looking to find away to get the information to the server sooner or should I focus on learning how to use RestartPlayer in the game mode. I don’t like the latter simply because I know before connecting to the dedicated server what pawn to use.

GameMode InitNewPlayer has a parameter “Options” that contains the value of the options pin on the Open Level node. Added the parameter and parse it in InitNewPlayer.