In UE4, this is handled with 2 different network synchronization mechanisms: 1) multicast events (for animations) and 2) replicated state (for authoritative state). When player 1 opens the door, the server fires a multicast event to all clients within the network relevancy radius that says "play door animation." Multicast events only play once, and only to clients who were listening at the time of it firing. At the end of the door animation, the server sets the authoritative state to "opened." This authoritative state propagates to all clients, current and future clients. This allows player 2, who was outside the radius when the door was opened, to see the door as opened as they get closer, without seeing the animation playing.