UE5 Multiplayer – Server-spawned physics actor teleports on clients on first frame

UE5 Multiplayer issue.

Actors spawned on the server briefly appear at an incorrect location on clients
(looks like 0,0,0 or sky position) before snapping to the correct transform.

Setup:

  • Spawn only happens in RunOnServer RPC
  • Actor has Replicates = true
  • Replicate Movement = true
  • StaticMesh Component Replicates = true
  • Collision Handling = Default (also tested Always Spawn)
  • Physics enabled on the mesh

Observed behavior:
Client sees actor at wrong location for 1 frame, then it teleports.

Is this replication lag on initial spawn?
Is there a way to prevent the client from rendering before receiving the authoritative transform?