Ownership issue with reproduction steps

Culling radius overrides are broken by design and while this can theoretically be fixed by forcibly associating network player lifetimes with entities it is still likely to lead to a lot of potential regressions as a result, so both that (or a more complex fix with less side effects, such as - fully or partially - handling proximity migration and vehicle component control request events on the server) would need actual testing in a real-world scenario with real players engaging in real activities, which is something we actually do not have access to.

In addition, this override native was a community pull request proposed by a community member without too much forethought about the consequences, that was accepted without too much review likely because there was a lot of community badgering in response, i.e. to prevent a long ‘why isn’t this merged?’ discussion from starting as a result.

Now that it is added, however, removing it would break backwards compatibility and only raise even more questions, so that isn’t a likely outcome either.

(see also past discussions like various posts linking to Client unable to enter vehicle when distance culling radius has been increased - #2 by d-bubble and beyond, this is a duplicate to some extent)