Scripting with Cinemachine camers?

So I was following a Tutorial on Youtube from Dapper Dino, and everything, kinda works, but for some reason the Camera is ‘stuck’ where it started at and dosent move behind the player like i would think it would.
So in the Project I have a Camera, attached is a CinemachineBrain all default settings
My Player Prefab, has the Script to control the camera attached.
When I load the scene, and spawn the player, the initial placement of the Camera, stays the same, it dosent move or re do its rotations/pos it just stays where its at no matter where the player spawns.
So I am missing a line or so of code to tell it, ok when the player prefab ‘loads’ the script, move the camera behind the player in 3rd person follow mode more or less.
Everything else seems to work, I can move the mouse and the cam angle moves/rotates around, but the player is off to the side of the camera, of if the player spawns outside where the Camera is located the player isnt seen at all. This is using Mirror, but does the same thing with or without Mirror running
My Camera Controller script…

public class PlayerCameraController : NetworkBehaviour
{
    [Header("Camera")]
    [SerializeField] private Vector2 maxFollowOffset = new Vector2(0f, 1f);
    [SerializeField] private Vector2 cameraVelocity = new Vector2(4f, 0.25f);
    [SerializeField] private Transform playerTransform = null;
    [SerializeField] private CinemachineVirtualCamera virtualCamera = null;

    private Kolo.Inputs.Controls controls;
    private Kolo.Inputs.Controls Controls
    {
        get
        {
            if (controls != null) { return controls; }
            return controls = new Kolo.Inputs.Controls();

        }
    }

    private CinemachineTransposer transposer;

    public override void OnStartAuthority()
    {
        transposer = virtualCamera.GetCinemachineComponent<CinemachineTransposer>();

        virtualCamera.gameObject.SetActive(true);

        enabled = true;
        Controls.Player.Look.performed += ctx => Look(ctx.ReadValue<Vector2>());

    }

    [ClientCallback]
    private void OnEnable() => Controls.Enable();

    [ClientCallback]
    private void OnDisable() => Controls.Disable();

    private void Look(Vector2 lookAxis)
    {
        float deltaTime = Time.deltaTime;
        float followOffset = Mathf.Clamp(
            transposer.m_FollowOffset.y - (lookAxis.y * cameraVelocity.y * deltaTime),
            maxFollowOffset.x, maxFollowOffset.y);

        transposer.m_FollowOffset.y = followOffset;

        playerTransform.Rotate(0f, lookAxis.x * cameraVelocity.x * deltaTime, 0f);
    }
}

Also in the Player Prefab I added a Empty GameOject, added in CinemachineVirtualCamera, set to Follow the Player and look at the Player prefab model, Body is set to Transposer with a Follow Offset of X 5 Y5 Z -5
Aim is Composer, and the Extension added the Cinemachine Collider, set to Ignore Tag Player