UReplicationGraph::ProcessRemoteFunction does not check if the client has the same loaded world as the server when sending a multicast RPCs.
For actors that are persisted partway through a seamless travel, such as the GameState, if the server calls a multicast RPC on this actor while it is in the destination level and the client is in the transition level, the actor will still be replicated to the client. This can cause issues later, as this actor will be destroyed on the client when going from the transition to the destination level. For example, OnRep_ReplicatedHasBegunPlay may not get called for the client in the destination level.