FixedList does not sync data (Server Side) when using IInputComponentData?

Hello,

IInputComponentData is working well with other data types e.g. InputEvent, Int… etc., but not working when using FixedLists.

IInputComponentData

[GhostComponent(PrefabType = GhostPrefabType.AllPredicted, OwnerSendType = SendToOwnerType.SendToNonOwner)]
public struct ExchangeInputs : IInputComponentData
{
    ...
    ...
    public InputEvent UpdateIndexes;
    public FixedList32Bytes<short> IndexesList;
}

GhostInputSystem - GatherAutoCommand

if (exchange.ValueRO.UpdateExchange)
{
    inputData.ValueRW.UpdateIndexes.Set();
    inputData.ValueRW.IndexesList= exchange.ValueRO.ExchangedItemIndexList;

    for (int i = 0; i < inputData.ValueRO.IndexesList.Length; i++)
    {
        UnityEngine.Debug.Log($"Index = {inputData.ValueRO.IndexesList[i]}");
    }
}

The values of Indexes are ok here, but all Indexes values equal 0 in server side.

Server Side

if(inputData.UpdateIndexes.IsSet)
{
    for (int k = 0; k < inputData.ValueRO.IndexesList.Length; k++)
    {
        UnityEngine.Debug.Log($"INDEX SERVER =  {playerInput.IndexesList[i]}");
    }
}

Always values equal 0, why?

Any idea to solve this problem?

Thanks in advance.

Well know issue. You need to add your own custom support for serializing this specific fixed list type via template. I know some users already posted something in the forum.

We are working for adding proper support for this for component data. RPC can use custom serializer to serialize them, but commands and components can’t yet.

Thank you. I Appreciate your reply.