Spawning HISM meshes with collision when multiplayer

I’m developing a multiplayer game based on Lyra, and everything is working very smoothly.

However I am confused about how to handle collision for meshes being spawned on the client.

Play Standalone and Play As Listen Server both work properly because the server and client are within the same runtime in those modes.

But the Play As Client mode is not working because the server doesn’t know about the spawned meshes, and so the player character passes right through the meshes without collision.

It is possible to also spawn the meshes on the server, and then the collision works because the server knows about the meshes, but this seems very memory intensive on the server, especially when you have many clients.

I’m wondering if there is a better way to resolve this ?