Replication issue of actors placed in "always loaded" sublevels when seamless travel is enabled

Hey. We have been faced with exact issue described here by Cimmerick, during a seamless travel to same map client were in already, in which case clients tend to load faster than server. Indeed, Client Level Visibility RPCs were sent before server went into ResetGameWorldState() and cleared everything, causing some serious but random replication issues on any of our interactive/dynamic actors in world.
For sharing purposes, we fixed those by doing exactly what you suggested, which is “queue up RPC calls from client about visible levels and only process them after server has finished travelling”. To be exact, we kept RPC as is, but deferred call to UpdateLevelVisibility to after call to ResetGameWorldState. As of now it gave us good results, and fixed our replication bugs.
Cimmerick, thank you for detailed explanation, it definitely saved us time narrowing down, debugging code.
Regards,
Gabriel