Spawned Actor Not Replicated to Client until I move?

I am running into a very odd issue in my project. What I am trying to do is spawn an actor at my character’s feet on the server. The server then detects this object in a trigger volume attached to the player, and calls an event to run on that client using the spawned and detected object as a parameter. The client event simply prints whether this object is valid or not.

The output shows that the object is not valid on the client. I decided this was probably due to some kind of replication delay, and it simply didn’t exist on the client yet. To test this I added a 10 second delay, and printed whether the object is valid.

The result is very odd. The object is invalid if my character stands still after the server spawns the object. The object becomes valid if I move my character before the 10 seconds is up. Is this some kind of bug, or am I not understanding the networking correctly?