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In MoveEvent, we're calling build when the entity id does not exist, but the world becomes the caller then. And so the checks on the EOA, eg agent acting radius, are bypassed
Same with ActivateEvent
The text was updated successfully, but these errors were encountered:
In
MoveEvent
, we're calling build when the entity id does not exist, but the world becomes the caller then. And so the checks on the EOA, eg agent acting radius, are bypassedSame with
ActivateEvent
The text was updated successfully, but these errors were encountered: