Pawn Disappears After New Player Joins

Hello,

I have packaged this game a couple times. The first time I packaged this game everything was working fine with multiplayer. The way multiplayer works in this game is that a Server is started, then 4 clients connect. The server spawns the pawns and has the clients posses them.

The problem that I am experiencing is this; The server and the first client can join fine, the server spawns the pawn and the client possesses it no problem. Right when the second client connects to the server, the first pawn goes invisible, and teleports to a random spot on the map (not 0,0,0). Right when the third client connects, the second pawn will teleport to a random location and go invisible.

GameMode: (This exact setup is working on the first packaged version)

This setup for the game mode is the complete same, and nothing changed in the working version of the game compared to the new version.

This is the DefaultEngine.ini settings. I am making this game as a LAN only implementation, and have included the OnlineSubsystem Null value. (I have removed the project name from this list, but is in the actual file)

[/Script/EngineSettings.GameMapsSettings]
EditorStartupMap=/Game/Levels/Spiders.Spiders
LocalMapOptions=
TransitionMap=/Game/Levels/TransitionMap.TransitionMap
bUseSplitscreen=False
TwoPlayerSplitscreenLayout=Horizontal
ThreePlayerSplitscreenLayout=FavorTop
GameInstanceClass=/Script/Engine.GameInstance
GameDefaultMap=/Game/Levels/StartMap.StartMap
ServerDefaultMap=/Game/Levels/StartMap.StartMap
GlobalDefaultGameMode=/Game/CustomContent/Gamemode/VRGameMode.VRGameMode_C

[/Script/Engine.Engine]
+ActiveGameNameRedirects=(OldGameName="TP_VirtualRealityBP",NewGameName="/Script/")
+ActiveGameNameRedirects=(OldGameName="/Script/TP_VirtualRealityBP",NewGameName="/Script/")
+ActiveGameNameRedirects=(OldGameName="TP_FirstPersonBP",NewGameName="/Script/VRTemplate")
+ActiveGameNameRedirects=(OldGameName="/Script/TP_FirstPersonBP",NewGameName="/Script/VRTemplate")
MinDesiredFrameRate=90.000000
SmoothedFrameRateRange=(LowerBound=(Type=Inclusive,Value=90.000000),UpperBound=(Type=Exclusive,Value=120.000000))
bSmoothFrameRate=True

[/Script/HardwareTargeting.HardwareTargetingSettings]
TargetedHardwareClass=Desktop
AppliedTargetedHardwareClass=Desktop
DefaultGraphicsPerformance=Maximum
AppliedDefaultGraphicsPerformance=Maximum

[/Script/Engine.RendererSettings]
r.DefaultFeature.AmbientOcclusion=False
r.DefaultFeature.AmbientOcclusionStaticFraction=False
vr.InstancedStereo=True
r.SeparateTranslucency=0
r.HZBOcclusion=0
r.EyeAdaptionQuality=0
r.SSR.MaxRoughness=0
r.rhicmdbypass=0
r.TiledReflectionEnvironmentMinimumCount=10
r.DefaultFeature.AutoExposure=False

[/Script/Engine.NavigationSystem]
bAutoCreateNavigationData=True
bAllowClientSideNavigation=False
bInitialBuildingLocked=False
bSkipAgentHeightCheckWhenPickingNavData=False
DataGatheringMode=Instant
bGenerateNavigationOnlyAroundNavigationInvokers=False
ActiveTilesUpdateInterval=1.000000
DirtyAreasUpdateFreq=60.000000

[/Script/Engine.UserInterfaceSettings]
RenderFocusRule=NavigationOnly
DefaultCursor=None
TextEditBeamCursor=None
CrosshairsCursor=None
HandCursor=None
GrabHandCursor=None
GrabHandClosedCursor=None
SlashedCircleCursor=None
ApplicationScale=1.000000
UIScaleRule=ShortestSide
CustomScalingRuleClass=None
UIScaleCurve=(EditorCurveData=(PreInfinityExtrap=RCCE_Constant,PostInfinityExtrap=RCCE_Constant,Keys=((Time=480.000000,Value=0.444000),(Time=720.000000,Value=0.666000),(Time=1080.000000,Value=1.000000),(Time=8640.000000,Value=8.000000)),DefaultValue=340282346638528859811704183484516925440.000000),ExternalCurve=None)

[/Script/IOSRuntimeSettings.IOSRuntimeSettings]
MinimumiOSVersion=IOS_9

[/Script/HardwareTargeting.HardwareTargetingSettings]
TargetedHardwareClass=Desktop
DefaultGraphicsPerformance=Maximum

[/Script/Engine.EndUserSettings]
bSendAnonymousUsageDataToEpic=False

[OnlineSubsystem]
DefaultPlatformService=Null

[/Script/Engine.GameNetworkManager]
TotalNetBandwidth=600000
MaxDynamicBandwidth=80000
MinDynamicBandwidth=4000

[/Script/Engine.Player]
ConfiguredInternetSpeed=10000
ConfiguredLanSpeed=15000

[/Script/Engine.PhysicsSettings]
DefaultGravityZ=-980.000000
DefaultTerminalVelocity=4000.000000
DefaultFluidFriction=0.300000
SimulateScratchMemorySize=262144
RagdollAggregateThreshold=4
TriangleMeshTriangleMinAreaThreshold=5.000000
bEnableAsyncScene=False
bEnableShapeSharing=False
bEnablePCM=True
bEnableStabilization=False
bWarnMissingLocks=True
bEnable2DPhysics=False
LockedAxis=Invalid
DefaultDegreesOfFreedom=Full3D
BounceThresholdVelocity=200.000000
FrictionCombineMode=Average
RestitutionCombineMode=Average
MaxAngularVelocity=3600.000000
MaxDepenetrationVelocity=0.000000
ContactOffsetMultiplier=0.020000
MinContactOffset=2.000000
MaxContactOffset=8.000000
bSimulateSkeletalMeshOnDedicatedServer=True
DefaultShapeComplexity=CTF_UseSimpleAndComplex
bDefaultHasComplexCollision=True
bSuppressFaceRemapTable=False
bSupportUVFromHitResults=False
bDisableActiveActors=False
bDisableCCD=False
bEnableEnhancedDeterminism=True
MaxPhysicsDeltaTime=0.033333
bSubstepping=False
bSubsteppingAsync=False
MaxSubstepDeltaTime=0.016667
MaxSubsteps=6
SyncSceneSmoothingFactor=0.000000
AsyncSceneSmoothingFactor=0.990000
InitialAverageFrameRate=0.016667
PhysXTreeRebuildRate=10

I will include more picture examples of the client and server view shortly.

Any help with suggestions on what may have changed would be greatly appreciated!

I found the source of the issue. For some reason the game mode I had created decided it no longer wanted to work in that setup. Not sure why this happened, but all I did was remove the “Get All Actors of Class” and “Destroy Actor” from the “Is Not Valid” execution pin and connected it directly to the ForEachLoop.