High Level Networking:What to do if a player joins halfway through a game?

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:bust_in_silhouette: Asked By SteveSmith

Using the high-level networking, RPC’s can be called on the nodes of all connected clients automatically. However, if a player connets to the server halfway through a game (i.e. they’re in the lobby) they still receive all RPC’s for nodes they don’t have, e.g. nodes in the current game. This generates loads of errors in the console.

Is there anything that can be done to prevent this? Apart from sending each RPC manually to only players currently in the game