We have an entity in the scene. When a player interacts with the entity it spawns a prefab.
In live baking this requires us to create a ton of prefabs which isn't ideal. Instead we want to have the child game object be a prefab instead during runtime, and instantiate that. This would improve the workflow quite a lot
The interactable entity has an LEG, and it includes all the child game objects and instantiates it (when live baking, and only if the gameobject is clicked/inspected in the inspector)
I have a post baking system to filter out those entities from the LEG. Code will be written below.
And simply removing the entity from the LEG doesn't work.
When I destroy the referenced entities using ECB, it destroys it, so i lose all references to the action manager.