Spawn Actor before clients connect

I’m attempting to spawn an actor before any clients connect to the dedicated server. However using the below(Event Begin Play - Level Blueprint) spawns the actor only on the server, clients don’t see it. Replicates are checked for the actor.

Is there something I could be missing?

That isn’t done by setting “replicates” to true?

as far as i remember, there are objects that are created for Client-Side by default (more often stuff like particles), and other objects that are for the network(cost more resources for the server). you have to enable this class to be “networked”

p.s. i’m not expert in multiplayer. not sure if it’s right.

it is, but are both the spawning and the spawned class are replicated=true?
are their network access modes set to authority on the server?