Clear rewound entities if we attempt to sync rewind state outside of a scoped rewind
Signed-off-by: kberg-amzn <karlberg@amazon.com>
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@@ -281,8 +281,6 @@ namespace Multiplayer
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void NetworkEntityManager::RemoveEntities()
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{
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//RewindableObjectState::ClearRewoundEntities();
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AZStd::vector<NetEntityId> removeList;
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removeList.swap(m_removeList);
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for (NetEntityId entityId : removeList)
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