Dynamically set Georeference Origin when level starts

I’m trying to dynamically set the Georeference origin in my level with a vector argument I pass in. The intention is that a user can input their own starting coordinates instead of a developer coming in and repackaging the whole project just to change one asset.

This is what the level Blueprint looks like (this is in BeginPlay):

It seems to work because the Georeference does change accordingly. However, the pawn is not being placed where the georeference coordinates are. The pawn we’ve created is a child of DynamicPawn.

Here is how I’m updating the pawn’s location (this is from BeginPlay in the pawn’s Blueprint):

Once I play the level, this is what it looks like (I’ve outlined the pawn’s location and rotation):

This is what it’s supposed to look like:

I’m connected to Cesium Ion, so I know that’s not the issue. Is there something that I’m missing or doing incorrectly?

Hi @adriyen,

I wonder if there’s something weirdly out of sync between the BeginPlay of each blueprint? Can you see if moving the pawn in the level blueprint, after the georeference is changed, makes a difference?