No Errors But Teleporting Does Not Work

I think I may have a typo somewhere in here which may be causing the problem because the stage system works fine. It just does not teleport the character once the prompt is purchased.
*The first is the local script.

local TextButton = script.Parent
local Checkpoints = workspace:WaitForChild("Checkpoints")

local Players = game:GetService("Players")
local player = Players.LocalPlayer
local StageLeaderstat = player:WaitForChild("leaderstats"):WaitForChild("Stage")

local ReplicatedStorage = game:GetService("ReplicatedStorage")
local SkipStage = ReplicatedStorage:WaitForChild("SkipStage")

TextButton.MouseButton1Click:Connect(function()
	if TextButton.Text == "Skip Stage" then
		if #Checkpoints:GetChildren() ~= StageLeaderstat.Value then
			TextButton.Text = "Purchasing..."
			local Response = SkipStage:InvokeServer()
			TextButton.Text = Response
		else
			TextButton.Text = "You have finished!" --"You have reached the highest stage!"
		end
		wait(2)
		TextButton.Text = "Skip Stage"
		end
end)
local Players = game:GetService("Players")
local MarketplaceService = game:GetService("MarketplaceService")
local ReplicatedStorage = game:GetService("ReplicatedStorage")
local SkipStage = ReplicatedStorage:WaitForChild("SkipStage")

local Checkpoints = workspace:WaitForChild("Checkpoints")
local inGameStartupPlayers = {}
local CurrentStage = {}
local TouchDb = {}

local ProductId = 1309039236

local function NewCharacter(player, char)
	local TempCurrentStage = CurrentStage[player.UserId]
	if TempCurrentStage ~= nil then
		local TempCheckpoint = Checkpoints:FindFirstChild(TempCurrentStage)
		if TempCheckpoint ~= nil then
			repeat wait(0.1) until char.PrimaryPart ~= nil
			char:SetPrimaryPartCFrame(CFrame.new(TempCheckpoint.Position + Vector3.new(0, 3, 0)) * CFrame.Angles(0, math.rad(TempCheckpoint.Orientation.Y) + math.rad(90), 0))
		end
	end
end

local function NewPlayer (player)
	CurrentStage[player.UserId] = 1
	
	local leaderstats = Instance.new("Folder", player)
	leaderstats.Name = "leaderstats"
	local Stage = Instance.new("IntValue", leaderstats)
	Stage.Name = "Stage"
	Stage.Value = 1
	
	local TempChar = player.Character
	if TempChar ~= nil then
		NewCharacter(player, TempChar)
	end
	player.CharacterAdded:Connect(function(char)
		NewCharacter(player, char)
	end)
end

Players.PlayerAdded:Connect(function(player)
	if inGameStartupPlayers[player] == nil then
		NewPlayer(player)
	end
end)

Players.PlayerRemoving:Connect(function(player)
	CurrentStage[player.UserId] = nil
end)

SkipStage.OnServerInvoke = function(player)
	local connection
	local leaderstats = player:FindFirstChild("leaderstats")
	if leaderstats ~= nil then
		local Stage = leaderstats:FindFirstChild("Stage")
		if Stage ~= nil then
			if #Checkpoints:GetChildren() ~= Stage.Value then
				local PurchaseResult = "Purchase Failed"
				connection = MarketplaceService.PromptProductPurchaseFinished:Connect(function(userId, productId, purchased)
					if player.UserId == userId and productId == ProductId then
						if purchased == true then
							PurchaseResult = "Success"
						end
					end
					connection:Disconnect()
				end)
				MarketplaceService:PromptProductPurchase(player, ProductId)
				repeat wait(0.1) until connection.Connected == false or Players:GetPlayerByUserId(player.UserId) == nil
				return PurchaseResult
			else
				return ("You have finished!")
			end
		end
	end
end

MarketplaceService.ProcessReceipt = function(receiptInfo)
	if receiptInfo.Product == ProductId then
		local player = Players:GetPlayerByUserId(receiptInfo.PlayerId)
		if player ~= nil then
			CurrentStage[player.UserId] = CurrentStage[player.UserId] + 1
			local leaderstats = player:FindFirstChild("leaderstats")
			if leaderstats ~= nil then
				local Stage = leaderstats:FindFirstChild("Stage")
				if Stage ~= nil then
					Stage.Value = CurrentStage[player.UserId]
				end
			end
			local TempChar = player.Character
			if TempChar ~= nil then
				NewCharacter(player, TempChar)
			end
			return Enum.ProductPurchaseDecision.PurchaseGranted
		end
	end
	return Enum.ProductPurchaseDecision.NotProcessedYet
end

for i,v in pairs (Checkpoints:GetChildren() ) do
	local StageNum = tonumber(v.Name)
	v.Touched:Connect(function(hit)
		local char = hit.Parent
		if char ~= nil then
			local Humanoid = char:FindFirstChildOfClass("Humanoid")
			if Humanoid ~= nil and Humanoid.Health > 0 then -- does not need but if the player just dies and hits the point, do you want stage?
				local player = Players:GetPlayerFromCharacter(char)
				if player ~= nil and (TouchDb[player.UserId] or 0) + 1 <= os.time() then
					TouchDb[player.UserId] = os.time()
					local TempCurrentStage = CurrentStage[player.UserId]
					if TempCurrentStage == StageNum - 1 then
						CurrentStage[player.UserId] = StageNum
						local TempLeaderstats = player:FindFirstChild("leaderstats")
						if TempLeaderstats ~= nil then
							local TempStage = TempLeaderstats:FindFirstChild("Stage")
							if TempStage ~= nil then
								TempStage.Value = StageNum
							end
						end
					end
				end
			end
		end
	end)
end

inGameStartupPlayers = Players:GetPlayers()
for i, v in pairs(inGameStartupPlayers) do 
	spawn(function()
		NewPlayer(v)
	end)
end

inGameStartupPlayers = {}