I don’t know what the best approach would be. I’m a newbie to network multiplayer.
If the generated actors do not need to move or change in any way after they’re generated, then you can use the random seed approach to optimize. So if you’re only replicating once in order to get it to everyone, then it sounds like the seed is enough and you could just do that instead.
However, if anything at all about the generated actors needs to be able to change and have that change show up on clients at any time (whether they joined before or after it happened, then you probably need continuous replication of at least the variables that are changing, if not the entire actor.