The client does not see the character if the host does not see him

If I drag a character from the project, and start the game already with him, then he is always visible. But if I create a character in runtime, then such a bug occurs.

ABaseEntity* AEntities::Spawn(const FString& cs, const FVector& vector, ETeam_t team, UWorld* world, AActor* net_owner)
{
	const FString fullPath = "Blueprint'/Game/Units/" + cs + "." + cs + "_C'";
	const TSubclassOf<AActor> SpawnActor = Cast<UClass>(StaticLoadObject(UObject::StaticClass(), NULL, TCHAR_TO_WCHAR(*fullPath), NULL, ELoadFlags::LOAD_Verify, NULL, true));

	FActorSpawnParameters SpawnParams;
	SpawnParams.Owner = net_owner;
	SpawnParams.SpawnCollisionHandlingOverride = ESpawnActorCollisionHandlingMethod::AlwaysSpawn;

	ABaseEntity* actor = world->SpawnActor<ABaseEntity>(SpawnActor, vector, FRotator::ZeroRotator, SpawnParams);

	actor->SetTeam((int)team);
	actor->TeleportTo(vector, FRotator::ZeroRotator);
	actor->RegisterComponents();
	actor->SpawnDefaultController();

	return actor;
}

You need to call this function as a SERVER RPC from game mode class.

Look for UE4 Networking Method Calling structure.

UFUNCTION(Server, Reliable, Validate)
void MethodName();