Stopping actor deletion when outside of Network Cull Distance on clients?

Yaaaas! So I solved it!!! Using:

#1:

bNetStartup = true

2# Use of IsNetRelevantFor

bool ABase::IsNetRelevantFor(const AActor* RealViewer, const AActor* ViewTarget, const FVector& SrcLocation) const
{
    // Attempt to get the PlayerController
    const APlayerController* PlayerController = nullptr;

    if (const APawn* Pawn = Cast<APawn>(RealViewer))
    {
        PlayerController = Cast<APlayerController>(Pawn->GetController());
    }
    else
    {
        PlayerController = Cast<APlayerController>(RealViewer);
    }

    // Ensure we have a valid PlayerController
    if (PlayerController)
    {
        // Cast to custom player controller
        const AMyPlayerController* MyPC = Cast<AMyPlayerController>(PlayerController);

        if (MyPC && MyPC->bClientReady)
        {
            // Client is ready, use normal relevance logic
            return Super::IsNetRelevantFor(RealViewer, ViewTarget, SrcLocation);
        }
        else
        {
            // Client is not ready, actor is not relevant
            return false;
        }
    }

    // If we couldn't get a PlayerController, assume client is not ready
    return false;
}

3# Spawning it with the correct name and naming it at the point of spawning it:

// Set up spawn parameters
FActorSpawnParameters SpawnParams;
SpawnParams.SpawnCollisionHandlingOverride = ESpawnActorCollisionHandlingMethod::AlwaysSpawn;
SpawnParams.Name = FName(*FString::Printf(TEXT("Base_0")));

// Spawn the ABase actor
Base = GetWorld()->SpawnActor<ABase>(ABase::StaticClass(), FVector(0.f, 0.f, 142013.f), FRotator::ZeroRotator, SpawnParams);

4# Manually controlling relevancy only once the object is spawned:

// Trigger the player controller to notify the server that the client is ready
APlayerController* PlayerController = GetWorld()->GetFirstPlayerController();
if (PlayerController)
{
    AMyPlayerController* MyPC = Cast<AMyPlayerController>(PlayerController);
    if (MyPC)
    {
        // Notify the server that the client is ready
        MyPC->ClientSignalReady();
    }
}

Thanks for your help @Chatouille - Mr. Tickles! <3

THIS DOES NOT ACTUALLY WORK IF YOU PLAN TO DELETE THE ACTOR - IT WILL CREATE ISSUES WITH NETGUID (I THINK) AND CAUSE THE REPLICATION SYSTEM TO NOT WORK CORRECTLY