Problem with spectating another player

Hello,

I am in the process of making a multiplayer shooter game, and I want players to spectate others when they die.
If any client player dies, everything works properly, and he starts spectating the server player or any other without any problem.
On the other hand tho, if the server player dies, he starts spectating a client correctly, but there’s a weird lag happening from the server camera that is very visible.

Here’s a video to show you what i mean:

[Example Video][1]

This is the blueprint that I used as an example to recreate my problem.

NOTE: this is not the actual game, it’s just a simple example that works for this circumstance, so on the get node I get a player state manually from the array by picking the one I need (0 for server player, and 1 for client player)

Thank you!

This might help
If Clipping - Project Settings - General Settings - Near Clip Plane - Change to 1.0

Tried it, didn’t work.
I am not sure if I explained myself correctly tho, I meant that when I play the game when the server dies the pawn that he starts spectating start lagging on his screen, while the actual client player is not lagging.
Thank you anyways!

Noone wanna help me out?

I have a Few questions, Are you using a separate camera to Spectate or is it the Follow Camera? then as i was looking at your Example Video have you tried being the Client and Spectate the Server? also
in that BP script it says CastToPlayerController - Object Get Controller, Try Get Owning Player Controller Screenshot - b44ca7ecf756743f546321e5d2eb1fde - Gyazo this is for Camera Management

That solved my problem, thank you so much! I was getting the player controller instead of the owning player controller. Thank you so much again!!

No Problem