What replicates in the start?

Assume this as a case of player joining a match which is well into progress.

Suppose an actor A which can move was marked to be replicated but the movement or any property was not marked to be replicated and net load on client is also unchecked.

In a nutshell Actor A has:

bReplicates = true;
bReplicateMovement = false;
bNetLoadOnClinet = false;

so when a new player joins in middle what will he see?

  1. Actor A never spawns
  2. Actor A spawns at origin and zero rotation
  3. Actor A spawns at correct location and rotation as in server

Basically I wanted to know what is replicated and how when only bReplicates is set to true.

Also is there a simple way to simulate delayed client game join in editor?