Level.Game is resident in Server... End of Story.
Player is replicated in client because server is getting some data (keys pressed) and decides Player's faith toward what happens in Game. Some people were doing simulated stuff for player movement which is not client job and that's why sometimes player is crashing in infinite recursions, image dropping might be a relevant factor in figuring why some "teleporterfix" still can crash client if moves to slow at teleporter and yes, that's just BAD STUFF, in order to work more properly it has to be removed from ServerPackages because is an authoritative thing not for mooing in client, otherwise client might crash trying to teleport due to un-existent predicted velocity trying this walk-through in infinity.
Aside BOTH pawns from server and client goes to state "GameEnded" if you take a look at that. SetEndCams doesn't need to be simulated because it will be USELESS, it works as it is - like I said, some excessive simulated stuff can crash client. Probably GameInfo has a default ROLE_DumbProxy after all... that's why simulated will not have other effects,
[attachment=0]ROLE_None_Jokes.PNG[/attachment]
and looking at some projectiles with ROLE_DumbProxy and still non-simulated in parts, they are noticeable in clients as borked as they look - no smoke and all that -WARLORD ROCKET as direct trash sample quoted by me 100+ times.
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For stability of brain, PlayerPawn has remoteRole ROLE_SimulatedProxy and that's why can run SELF EXPLANATORY named "simulated functions" which at moments due to predictability features can go messy, otherwise with another role some crap will happen with no net game, SERVER IS THE MAN not client.
Another direct sample about something which is not working nice in client is LiftCenter (it's useless for clients after all) - That one has the RemoteRole ROLE_None and it is stuck like a rock in client but it works nice in server, that's why Bots are working ON-Line because "SERVER IS THE MAN" said another X+ times.
Like I said, learning these means making small mutators, even custom projectiles, weapons, else your net stuff will be only a bugged guessing based job like mutators for controlling stuff since you need to figure how do works such things as the first goal.
Did I speak about logging ? I think yes. Logging is helpful for figuring what happens and where.
To summarize:
SetEndCams doesn't have to be simulated (it's your fantasy) as the GameInfo doesn't have a default RemoteRole ROLE_None, and the authority demanding functions resides in Server.