Various local prediction and input processing related fixes
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@@ -30,6 +30,7 @@ namespace Multiplayer
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virtual ~IMultiplayerComponentInput() = default;
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virtual NetComponentId GetNetComponentId() const = 0;
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virtual bool Serialize(AzNetworking::ISerializer& serializer) = 0;
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virtual IMultiplayerComponentInput& operator= (const IMultiplayerComponentInput&) { return *this; }
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};
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using MultiplayerComponentInputVector = AZStd::vector<AZStd::unique_ptr<IMultiplayerComponentInput>>;
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