The thing is, the static mesh alone is not a table. So again, it’s about composition. On the table itself, there are interactive objects, if I want to switch the table, those have to go, too.
I am specifically talking about the table, not things like the cabine.
However I MAY have found the solution:
If I create an actor with a level instance component that holds my level with the table as reference, set it to replicate, load into an empty level and spawn this actor, the level instance gets loaded and actors in it will replicate properly!
SO that means I can design my tables in regular levels and load them on the fly into the “hub” level as needed and as many as I need!
Bonus: With this method, the tables angle can be specified on load to allow players adjusting it if they want