MultiplayerSpawner: How to apply child settings?

Godot 4.6.1

Hey everyone :slight_smile:

I just realized that the MultiplayerSpawner only seems to be creating new objects with default values ​​on the remote clients. Neither settings from the SpawnManager before add_child() nor settings from the MultiplayerSpawner via _on_spawned(node) seem to be reaching the client.

Do replicated nodes have to get their settings themself, or am I missing something crucial here? :sweat_smile:

SpawnManager

# 3. Spawn players
func spawn_players():
	if is_multiplayer_authority():
		for key in ManStageSetup.players.keys():
			var shiptype : String = ManStageSetup.players[key]["shiptype"]
			var ship : Ship = load(ManLink.get("SHIP_" + shiptype.to_upper())).instantiate()
			ship.set_multiplayer_authority(ManStageSetup.players[key]["sender_id"])
			ship.name = str(key)
			ship.global_transform = %Spawnpointlist.get_spawnpoint().global_transform   # <- does not reach the child
			ManStageSetup.container_players.add_child(ship, true)

MultiplayerSpawner

func _on_spawned(node: Node) -> void:
	node.position = ManStageSetup.players[node.name]["spawnpoint"]