Replicating Static Mesh Actors Visibility

Hello again, commenting on each of your suggestions:
1: What do you mean by this? They are created in the level… Do you mean create and destroy at runtime?
2-Yes, I agree, but will do as a later optimization.
3-Already trying something like this. In the tick event, I am checking if my ˜temp˜ array is empty, and if not, it keeps doing operations and removing from the ˜original˜ array until it is empty.
4- I’ve looked into this, but was a little afraid because many operations seems forbidden outside the game thread. Can the mapping ID->Mesh can be done in a async fashion?

Regarding your suggestion to use a tag like HidePlumbing. I thought of something like this, but using the current selected widget buttons… So, instead of sending IDs, I will send the current selected buttons in my widget, and then, all the clients should lookup the corresponding actors locally.

And regarding your EventDispatcher suggestion, how would I bind a static mesh actor(not blueprint) to something else?

Thanks,
Ricardo