Is it possible to set initial values on an actor server-side before it is replicated to clients?

I am spawning an actor on the server like so:

FTransform Transform{ FRotator::ZeroRotator, GetActorLocation() };
	TObjectPtr<ABasePickup> SpawnedPickup = World->SpawnActorDeferred<ABasePickup>(ABasePickup::StaticClass(), Transform);

	SpawnedPickup->SetCachedSkeletalMeshAsset(_WorldMesh);

	UGameplayStatics::FinishSpawningActor(SpawnedPickup, Transform);

I am then setting the skeletal mesh of the pickup in its BeginPlay:

void ABasePickup::BeginPlay()
{
	Super::BeginPlay();

	if (IsValid(_SkeletalMeshComponent))
	{
		_SkeletalMeshComponent->SetSkeletalMeshAsset(_SkeletalMesh);
	}
}

However, this will not work unless _SkeletalMesh is replicated.

I am wondering if it is possible to set properties on an actor on the server before it is even replicated to clients, so that they have a version of the actor that is setup exactly the same as on the server, without replicating properties or multicasting.

It would be even better if I could set the skeletal mesh component asset without caching a replicated pointer to an asset and setting it in BeginPlay().