When the entity tree is added to the game as networked, force all its entities to have their transform not replicated/local-only, ignoring their respective settings.
When the entity tree is added to the game as networked, force all its entities to have their transform replicated, ignoring their respective settings. On large entity tree, this can impact performance significantly as the engine will look for and transmit many transform changes. It is recommended to finely tune transform replication on an entity basis and use RESPECT_ENTITY_SETTINGS.
When the entity tree is added to the game as networked, use the settings on each entity to determine whether its transform should be automatically replicated ("net" tag) or not ("networked" tag).
When an entity tree is added as networked to the game, determine whether, on a per-entity basis, its transform should be replicated. This option is is meaningless if the entity tree is not networked.