diff --git a/Gems/Multiplayer/Code/Source/NetworkEntity/NetworkEntityManager.cpp b/Gems/Multiplayer/Code/Source/NetworkEntity/NetworkEntityManager.cpp index 69d2726c65..f981966ae1 100644 --- a/Gems/Multiplayer/Code/Source/NetworkEntity/NetworkEntityManager.cpp +++ b/Gems/Multiplayer/Code/Source/NetworkEntity/NetworkEntityManager.cpp @@ -281,8 +281,6 @@ namespace Multiplayer void NetworkEntityManager::RemoveEntities() { - //RewindableObjectState::ClearRewoundEntities(); - AZStd::vector removeList; removeList.swap(m_removeList); for (NetEntityId entityId : removeList) diff --git a/Gems/Multiplayer/Code/Source/NetworkTime/NetworkTime.cpp b/Gems/Multiplayer/Code/Source/NetworkTime/NetworkTime.cpp index db8d6bd2f7..cd9c1737d6 100644 --- a/Gems/Multiplayer/Code/Source/NetworkTime/NetworkTime.cpp +++ b/Gems/Multiplayer/Code/Source/NetworkTime/NetworkTime.cpp @@ -93,6 +93,13 @@ namespace Multiplayer void NetworkTime::SyncEntitiesToRewindState(const AZ::Aabb& rewindVolume) { + if (!IsTimeRewound()) + { + // If we're not inside a rewind scope then reset any rewound state and exit + ClearRewoundEntities(); + return; + } + // Since the vis system doesn't support rewound queries, first query with an expanded volume to catch any fast moving entities const AZ::Aabb expandedVolume = rewindVolume.GetExpanded(AZ::Vector3(sv_RewindVolumeExtrudeDistance));