Added look up of the child entities when processing input to make sure the entity still exists
Signed-off-by: pereslav <pereslav@amazon.com>
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@@ -408,12 +408,16 @@ namespace Multiplayer
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if (auto* networkInput = input.FindComponentInput<NetworkHierarchyRootComponentNetworkInput>())
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{
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INetworkEntityManager* networkEntityManager = AZ::Interface<INetworkEntityManager>::Get();
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AZ_Assert(networkEntityManager, "NetworkEntityManager must be created.");
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for (NetworkInputChild& subInput : networkInput->m_childInputs)
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{
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const ConstNetworkEntityHandle& childEntity = subInput.GetOwner();
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if (auto* localChild = childEntity.GetEntity())
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const ConstNetworkEntityHandle& childEntityFromInput = subInput.GetOwner();
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ConstNetworkEntityHandle localChildHandle = networkEntityManager->GetEntity(childEntityFromInput.GetNetEntityId());
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if (localChildHandle.Exists())
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{
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auto* netComp = childEntity.GetNetBindComponent();
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auto* netComp = localChildHandle.GetNetBindComponent();
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AZ_Assert(netComp, "No NetBindComponent, this should be impossible");
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// We do not rewind entity role changes, so make sure we are the correct role prior to processing
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if (netComp->HasController())
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