Some cleanup to better support backward reconciliation as well as dynamic player spawning on connect
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@@ -65,7 +65,7 @@ namespace Multiplayer
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{
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AZ::Entity* entity = m_controlledEntity.GetEntity();
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AZ_Assert(entity, "Invalid controlled entity provided to replication window");
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m_controlledEntityTransform = entity->GetTransform();
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m_controlledEntityTransform = entity ? entity->GetTransform() : nullptr;
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AZ_Assert(m_controlledEntityTransform, "Controlled player entity must have a transform");
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//// this one is optional
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