Issue with culling radius and server side entities

This mismatch should not ever happen in the first place. However, the issue discovered with culling radius (and which wasn’t known at first) is that without the owning players being known to all remote players, ownership migration will still act up.

I’m not sure if there’s any viable fix for this, which is why current consensus is to not use overrides.

As said in another topic, to make a persistently wandering ped, you could ‘fake out’ some positions if nothing is nearby using raw path node data.