Changes to get visibility system working again in-game
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@@ -146,11 +146,11 @@ namespace Multiplayer
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}
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);
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NetworkEntityTracker* networkEntityTracker = GetNetworkEntityTracker();
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// Add all the neighbors
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for (AzFramework::VisibilityEntry* visEntry : gatheredEntries)
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{
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// TODO: Discard entities that don't have a NetBindComponent
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//if (mp_ControlledFilteredEntityComponent && mp_ControlledFilteredEntityComponent->IsEntityFiltered(iterator.Get()))
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//{
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// continue;
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@@ -162,8 +162,12 @@ namespace Multiplayer
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const float gatherDistanceSquared = controlledEntityPosition.GetDistanceSq(closestPosition);
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const float priority = (gatherDistanceSquared > 0.0f) ? 1.0f / gatherDistanceSquared : 0.0f;
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AZ::Entity* entity = static_cast<AZ::Entity*>(visEntry->m_userData);
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NetworkEntityHandle entityHandle(entity, GetNetworkEntityTracker());
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AddEntityToReplicationSet(entityHandle, priority, gatherDistanceSquared);
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NetBindComponent* entryNetBindComponent = entity->template FindComponent<NetBindComponent>();
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if (entryNetBindComponent != nullptr)
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{
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NetworkEntityHandle entityHandle(entryNetBindComponent, networkEntityTracker);
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AddEntityToReplicationSet(entityHandle, priority, gatherDistanceSquared);
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}
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}
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// Add in Autonomous Entities
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