Why are networkObjects on CLIENTS being disabled? (on sceneload and sometimes runtime)



I'm running a 'Main Menu' scene with a session browser, where HOST creates a room, and CLIENTS join and wait until HOST 'starts' the actual game scene.

The HOST then clicks 'start' and then the HOST uses networkRunner.SetActiveScene specifying the scene index, which host and clients all have correctly matching.

On scene load, if a client loads in slower than the HOST's instantiation of networkObjects, then all networkObjects in the scene are immediately disabled on load on the CLIENT....

Also I'm having another issue where I believe when trying to spawn a networkObject at runtime, only the HOST is seeing it, and I speculate that the CLIENTS are immediately disabling it again.