What's the best way to destroy a replicated static mesh actor from a dedicated server?

I have a static mesh actor that has the replicates flag set and that’s begin destroyed on the server but it doesn’t get destroyed on the client.
If I make a blueprint derived from the static mesh actor and set ‘replicates’, that seems to work and the actor is destroyed on the client as well.

What’s the difference between destroying a static mesh actor vs a blueprint static mesh actor?

Thanks.

I should mention, both the static mesh actor and the blueprint actor assets are hand placed in the level and not spawned by the server.