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>
This commit is contained in:
Gene Walters
2022-01-19 14:36:36 -08:00
4 changed files with 5 additions and 5 deletions
@@ -49,7 +49,7 @@ namespace AZ
return m_entity->GetId();
}
AZ_Warning("System", false, "Can't get component %p entity ID as it is not attached to an entity yet!", this);
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);
return EntityId();
}
@@ -60,7 +60,7 @@ namespace AZ
return NamedEntityId(m_entity->GetId(), m_entity->GetName());
}
AZ_Warning("System", false, "Can't get component %p entity ID as it is not attached to an entity yet!", this);
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);
return NamedEntityId();
}
@@ -230,7 +230,7 @@ namespace AZ
EBUS_EVENT_ID(m_id, EntityBus, OnEntityDeactivated, m_id);
EBUS_EVENT(EntitySystemBus, OnEntityDeactivated, m_id);
AZ_Assert(m_state == State::Active, "Component should be in Active state to br Deactivated!");
AZ_Assert(m_state == State::Active, "Component should be in Active state to be Deactivated!");
SetState(State::Deactivating);
for (ComponentArrayType::reverse_iterator it = m_components.rbegin(); it != m_components.rend(); ++it)