Dont allow spawning netbound entities by default, we first need to initialize multiplayer and know our network agent type (dedicated-server/client-server/client). This will stop the editor playmode (which doesn't init multiplayer until it connects to the server) from spawning netbound entities
Signed-off-by: Gene Walters <genewalt@amazon.com>
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@@ -49,7 +49,7 @@ namespace AZ
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return m_entity->GetId();
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}
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AZ_Warning("System", false, "Can't get component %p entity ID as it is not attached to an entity yet!", this);
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AZ_Warning("System", false, "Can't get component (type: %s, addr: %p) entity ID as it is not attached to an entity yet!", RTTI_GetTypeName(), this);
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return EntityId();
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}
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@@ -60,7 +60,7 @@ namespace AZ
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return NamedEntityId(m_entity->GetId(), m_entity->GetName());
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}
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AZ_Warning("System", false, "Can't get component %p entity ID as it is not attached to an entity yet!", this);
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AZ_Warning("System", false, "Can't get component (type: %s, addr: %p) entity ID as it is not attached to an entity yet!", RTTI_GetTypeName(), this);
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return NamedEntityId();
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}
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@@ -230,7 +230,7 @@ namespace AZ
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EBUS_EVENT_ID(m_id, EntityBus, OnEntityDeactivated, m_id);
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EBUS_EVENT(EntitySystemBus, OnEntityDeactivated, m_id);
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AZ_Assert(m_state == State::Active, "Component should be in Active state to br Deactivated!");
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AZ_Assert(m_state == State::Active, "Component should be in Active state to be Deactivated!");
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SetState(State::Deactivating);
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for (ComponentArrayType::reverse_iterator it = m_components.rbegin(); it != m_components.rend(); ++it)
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@@ -184,7 +184,7 @@ namespace Multiplayer
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double m_serverSendAccumulator = 0.0;
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float m_renderBlendFactor = 0.0f;
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float m_tickFactor = 0.0f;
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bool m_spawnNetboundEntities = true;
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bool m_spawnNetboundEntities = false;
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#if !defined(AZ_RELEASE_BUILD)
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MultiplayerEditorConnection m_editorConnectionListener;
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@@ -542,7 +542,7 @@ namespace Multiplayer
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optionalArgs.m_preInsertionCallback = [netSpawnableName, rootTransform = transform]
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(AzFramework::EntitySpawnTicket::Id, AzFramework::SpawnableEntityContainerView entities)
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{
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bool shouldUpdateTransform = (rootTransform.IsClose(AZ::Transform::Identity()) == false);
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const bool shouldUpdateTransform = !rootTransform.IsClose(AZ::Transform::Identity());
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for (uint32_t netEntityIndex = 0, entitiesSize = aznumeric_cast<uint32_t>(entities.size());
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netEntityIndex < entitiesSize; ++netEntityIndex)
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