How to approach networked procgen'd worlds?

I have the same problem, if I create “manually” instances of the same actor on both client and server instead of using a replication mechanism as soon as i step on the actor i get the same error:

> LogNetPlayerMovement: Warning: ClientAdjustPosition_Implementation could not resolve the new relative movement base actor, ignoring server correction!

Wondering if there is a way to deal with the warning and avoid network replication, maybe actor names or setting some obscure id for both.

If some of the Unreal gods can help, please xD