Local prediction player controller is now functional
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@@ -157,14 +157,15 @@ namespace Multiplayer
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//}
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// We want to find the closest extent to the player and prioritize using that distance
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const AZ::Vector3 supportNormal = controlledEntityPosition - visEntry->m_boundingVolume.GetCenter();
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const AZ::Vector3 closestPosition = visEntry->m_boundingVolume.GetSupport(supportNormal);
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const float gatherDistanceSquared = controlledEntityPosition.GetDistanceSq(closestPosition);
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const float priority = (gatherDistanceSquared > 0.0f) ? 1.0f / gatherDistanceSquared : 0.0f;
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AZ::Entity* entity = static_cast<AZ::Entity*>(visEntry->m_userData);
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NetBindComponent* entryNetBindComponent = entity->template FindComponent<NetBindComponent>();
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if (entryNetBindComponent != nullptr)
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{
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const AZ::Vector3 supportNormal = controlledEntityPosition - visEntry->m_boundingVolume.GetCenter();
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const AZ::Vector3 closestPosition = visEntry->m_boundingVolume.GetSupport(supportNormal);
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const float gatherDistanceSquared = controlledEntityPosition.GetDistanceSq(closestPosition);
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const float priority = (gatherDistanceSquared > 0.0f) ? 1.0f / gatherDistanceSquared : 0.0f;
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NetworkEntityHandle entityHandle(entryNetBindComponent, networkEntityTracker);
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AddEntityToReplicationSet(entityHandle, priority, gatherDistanceSquared);
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}
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