Spawning and Possessing On Dedicated Server

I am having issues transferring ownership to a specific player after spawning on a dedicated server.

Some clues I have regarding this issue:
-When has authority is checked before spawn, and the a CustomEvent is called on the owning client (of the previous Actor), after this the Pawn To be possessed is null (perhaps this is due to what is passed via RPC) so the possession fails.

-When authority is not checked, spawn occurs on all clients and the result is multiple spawns…

Accordingly, it seems like i might need a level wide data structure to keep track of the current intended actors and the players which control them, but this seems like an inelegant way to handle this. What might I be missing?
Thanks!

One more piece of data…
when a variable of type actor was set on the original actor (the vairiable is replicated as an alternative way to get the new actor reference sent to the client) and then referenced on the possess command or, alternatively, make default controller command, UEditor itself crashes.

I had the same trouble. It turned out that I had forgotten to set up the flag “Replicates” in the Blueprint Defaults.