Right now Game::OnWorldPostProcess exists but if any additional replicated entities are spawned on the server during this there seem to be issues like:
- the client does not see the item
- the client is unable to connect due to an inconsistent item table on salve connection
The workaround right now seems to queue a call for the next frame to do things like this, but I would like to be able to do blocking operations on world load and spawn new entities there that are correctly replicated then,
So I would like an event that fires right after the world process really is "complete" and the replication can start accepting new items. e.g. Game::OnAfterWorldPostProcess
Thank you