Multiplayer Mesh spawn sync

In a multiplayer game when a new player spawns and their chosen mesh is run as multicast for all the, only the first client to connect to the server can see all others but new player logins cant see previous clients meshes (they can hit the collision), is there a smooth way to run this in an “open world” type way where as soon as a player spawns he gets all meshes to show?

Nvm used get all of class