Host Initial Position Offset by spawn difference?

I’m trying to setup a blueprinted project just to learn a bit about the multiplayer aspect of unreal, I got it mostly working pretty easily but I’m experiencing a pretty weird issue with the host vs clients.

If the host is moved before clients connect from its initial spawn position, the difference between the spawn position and the current host position becomes an offset within the object (including its rotation) as if it starts pivoting around its spawn point based on its current position at client connect, from the clients perspective. This issue only occurs for the host and I have no clue why, but its very odd.

I found a bug report and a work around. Character mesh position desync in online sessions - Multiplayer & Networking - Unreal Engine Forums