Simple random variable replication question.

Sorry for the late reply, ive been traveling for work and not had the time to explore the issue furthur. So I have come to a couple of conclusions and have solved this issue, ill explain the things i was doing wrong, in case anyone has a similar situation.
First of all, i had set up my initial random value generator inside my gamemode blueprint. The problem is, gamemode is run only on the server, and it seems to me (correct me if im wrong please!) that even variables on the game mode are not replicated. This obviously means i cannot send out the randomized variable to all clients. Afterwards, I set up my function on the gamestate, which is replicated. The problem here is that this function would run at the start of a match. This means every clients gamestate would result in its own randomized version of this variable, which resulted in inconsistent information.
Finally, i ended up solving this issue by having the function run on the gamemode, and then spawn a fresh actor set to replicate that has all the variable information i needed for each map card generated. Then each player will have the map card widget spawned to their viewport which are tied to the variables inside these actors.
This works for me, but i feel like its a hacked together work around. Is it common practice to spawn empty actors in world 0,0,0 whose sole purpose is to hold information? The idea of randomising a value and then broadcasting the results seems pretty straightforward in theory, but its been giving me a ton of trouble to get workign in practice. Would anybody have any suggestions as to a simpler way to have a enum variable randomise the same for everyone?
I feel like im thinking too hard about this, and overlooking a simple solution.

Thanks alot!