Hello, I'm doing Prediction Switching and I have a movement system for my interpolated enemies running inside a FixedStepSimulationSystemGroup. Now, I want to separate my enemy behaviors based on if they are predicted or interpolated but I can't find a way to do that in an efficient way..
For example:
1.PredictedGhost component is always present on ghosts that can be both interpolated/predicted on the Server world but values such as ticks are set to "Invalid" at all times.
2. Simulate tag is always present on the server inside FixedStepSimulation.
I was wondering if there is a better way than manually adding components like "IsPredicted" on the server???
Also here is what i mean by ticks are set to invalid for interpolated AND predicted ghosts on the server