Does Server-Client Architecture Make Any Difference If I Ship as Standalone?

Hello everyone, how is everything? In a multiplayer, server-authoritative game, how will Unreal handle it when you ship as a standalone? For example, if there is a server only function which replicates to all clients to hide an actor, and the client receives the notify and hides it locally, how is that handled in a standalone?

The way things are replicated as a standalone vs a dedicated server + client is identical. It uses the exact same netdriver.