VR Spectator Pawn acts weird on Client

I have an ASpectatorPawn derived class which I’ve rigged up for use in VR. It works fine on the server, but on the client there are a number of issues:

  • components attached to the camera do not follow the HMD
  • components attached to motion controllers seem “off” by a random distance, though they do follow the real world movements of the controllers
  • camera rotation seems to follow the controller rotation, meaning the arrow keys and mouse can be used to rotate the pawn. this is not the desired behavior and does not occur for the server player.

All of this only happens when the client player dies; during the pregame period (where the same pawn is used) everything seems to work as expected.

How is this possible?