Integrating up through commit 90f050496
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@@ -62,26 +62,26 @@ namespace Multiplayer
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void OnEntityDeactivated(const AZ::EntityId&) override;
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//! @}
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//void CollectControlledEntitiesRecursive(ReplicationSet& a_ReplicationSet, EntityHierarchyComponent::Authority& a_HierarchyController);
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//void OnAddFilteredEntity(EntityIdT a_FitleredEntityId);
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//void CollectControlledEntitiesRecursive(ReplicationSet& replicationSet, EntityHierarchyComponent::Authority& hierarchyController);
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//void OnAddFilteredEntity(NetEntityId filteredEntityId);
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void EvaluateConnection();
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void AddEntityToReplicationSet(ConstNetworkEntityHandle& entityHandle, float priority, float distanceSquared);
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ServerToClientReplicationWindow& operator=(const ServerToClientReplicationWindow&) = delete;
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NetworkEntityHandle m_controlledEntity;
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AZ::TransformInterface* m_controlledEntityTransform = nullptr;
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//FilteredEntityComponent::Authority* mp_ControlledFilteredEntityComponent = nullptr;
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//NetSystemComponent* mp_ControlledNetSystemComponent = nullptr;
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// sorted in reverse, lowest priority is the top()
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ReplicationCandidateQueue m_candidateQueue;
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ReplicationSet m_replicationSet;
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AZ::ScheduledEvent m_updateWindowEvent;
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NetworkEntityHandle m_controlledEntity;
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AZ::TransformInterface* m_controlledEntityTransform = nullptr;
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//FilteredEntityComponent::Authority* m_controlledFilteredEntityComponent = nullptr;
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//NetBindComponent* m_controlledNetBindComponent = nullptr;
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const AzNetworking::IConnection* m_connection = nullptr;
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float m_minPriorityReplicated = 0.0f; ///< Lowest replicated entity priority in last update
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