Various local prediction and input processing related fixes
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@@ -448,6 +448,7 @@ namespace Multiplayer
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if (entityList.size() > 0)
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{
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controlledEntity = entityList[0];
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controlledEntity.GetNetBindComponent()->SetOwningConnectionId(connection->GetConnectionId());
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}
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if (connection->GetUserData() == nullptr) // Only add user data if the connect event handler has not already done so
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