Unfortunately that doesn’t entirely work. It will make it visible on client for only client, but it won’t replicate location of client player. For example, if you have a block that is in its own level and you stream it in they way you suggested, which I tried, if you make client player jump on it, it won’t have correct location on server. So it’ll be flickering back and forth or like in my case it will fall through map since it’s not seeing it entirely. It’s weird, it shows up but collision doesn’t work. Is there a new work around to this, or is only workaround c++?
Wait, actually my method was a little different. I’ll double check tomorrow and see if it works. I’ll update tomorrow.