The host will now have autonomy over the default player is has spawned for itself using the sv_defaultPlayerSpawnAsset cvar
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@@ -449,6 +449,7 @@ namespace Multiplayer
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{
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controlledEntity = entityList[0];
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controlledEntity.GetNetBindComponent()->SetOwningConnectionId(connection->GetConnectionId());
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controlledEntity.GetNetBindComponent()->SetAllowAutonomy(true);
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}
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if (connection->GetUserData() == nullptr) // Only add user data if the connect event handler has not already done so
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