Spawning a new object and passing it to the client

The flow would be ServerEvent => SpawnReplicatedActor => OwningClientEvent(SpawnedActor as parameter) => do some cosmetic stuff.

That does not work even if I retry the client logic after a delay… but this does:

ServerEvent => SpawnReplicatedActor => delay(.2) => OwningClientEvent(SpawnedActor as parameter) => do some cosmetic stuff.