It’s a little different, you can use the custom spawn function but all that is required for the spawner is a parent to watch for new children and a list of spawnable scenes that you wish to replicate on clients when they are added or removed.
Then you just add/remove child on the parent as usual. The name will be synchronized but the scene will be in an initial state so a MultiplayerSynchronizer is needed to match properties as needed between the host and client. Like position and rotation and velocity
You can also chain spawners to make a deep tree. Main hs Level spwner, level has character spwner, character has item spawner. Etc.