Hi,
We're working on a game where we would like to use a deterministic rollback system for our networking solution. We're using both physics and character controller.
CopyAndReplaceEntitiesFrom has some issues, and because of that we're currently using a lockstep solution. This works, but for our type of game the input delay is not ideal.
I've submitted a bug report on it, but haven't seen any movement on it yet. I'm sure there's been some discussions on this internally and I'm wondering whether we should wait for work on this, or if we should at some point (and when) dive into the code ourselves to fix or work around potential issues.
On top of the fact that it doesn't work yet, there are some other "problems" like native containers in systems and in components: it is somewhat difficult to create complex data structures with just dynamic buffers and regular components.