diff --git a/Source/RWTHVRToolkit/Private/Core/RWTHVRGameModeBase.cpp b/Source/RWTHVRToolkit/Private/Core/RWTHVRGameModeBase.cpp
index c9efeaf30d93cb815d2cd7691d1ba037b3c9f672..e2a1511392d96f9890bb52d309346d2465413593 100644
--- a/Source/RWTHVRToolkit/Private/Core/RWTHVRGameModeBase.cpp
+++ b/Source/RWTHVRToolkit/Private/Core/RWTHVRGameModeBase.cpp
@@ -53,6 +53,9 @@ FString ARWTHVRGameModeBase::InitNewPlayer(APlayerController* NewPlayerControlle
 		else if (GetNetMode() == NM_Standalone && URWTHVRUtilities::IsRoomMountedMode())
 		{
 			ClusterId = 0;
+			const EPlayerType Type =
+				URWTHVRUtilities::IsPrimaryNode() ? EPlayerType::nDisplayPrimary : EPlayerType::nDisplaySecondary;
+			State->RequestSetPlayerType(Type);
 		}
 		State->SetCorrespondingClusterId(ClusterId);
 	}
@@ -112,10 +115,11 @@ void ARWTHVRGameModeBase::PostLogin(APlayerController* NewPlayer)
 			return;
 		}
 
+		// When we're not in standalone:
 		// If the new player is a secondary nDisplay node, spawn it only as a Spectator
 		// Potentially we can use MustSpectate instead.
 		UClass* PawnClass;
-		if (State->GetPlayerType() == EPlayerType::nDisplaySecondary)
+		if (GetNetMode() != NM_Standalone && State->GetPlayerType() == EPlayerType::nDisplaySecondary)
 		{
 			// For now, simply use the BP approach of spawning the pawn here. Can do this in a better way potentially.
 			PawnClass = SpectatorClass;
diff --git a/Source/RWTHVRToolkit/Private/Pawn/ClusterRepresentationActor.cpp b/Source/RWTHVRToolkit/Private/Pawn/ClusterRepresentationActor.cpp
index 2631be95428acef9db48cee55a873bbc9cb93a79..a280d911113902d4918555b0a6b425d31e97ff8e 100644
--- a/Source/RWTHVRToolkit/Private/Pawn/ClusterRepresentationActor.cpp
+++ b/Source/RWTHVRToolkit/Private/Pawn/ClusterRepresentationActor.cpp
@@ -128,7 +128,7 @@ bool AClusterRepresentationActor::AttachDCRA()
 		}
 
 		bool bAttached = DCRA->AttachToActor(this, FAttachmentTransformRules::SnapToTargetNotIncludingScale);
-		UE_LOGFMT(Toolkit, Display, "Attaching DCRA {DCRA} to {this} returned {Res}", GetName(), DCRA->GetName(),
+		UE_LOGFMT(Toolkit, Display, "Attaching DCRA {DCRA} to {this} returned {Res}", DCRA->GetName(), GetName(),
 				  bAttached);
 
 		DCRA->SetActorEnableCollision(false);