How do you remove a component from a burst compiled job?

None of these works:

// commandBuffer is a EntityCommandBuffer

this.commandBuffer.RemoveComponent<Changed>(this.entities[i]);

// or

this.commandBuffer.RemoveComponent(this.entities[i], ComponentType.Create<Changed>());

I get the following error (Just the first one. There are lots of errors after this.):

C:\Users\Marnel\AppData\Local\Unity\cache\packages\staging-packages.unity.com\com.unity.entities@0.0.12-preview.16\Unity.Entities\Types\TypeManager.cs(110,13): error: Loading from a static field System.Int32 Unity.Entities.TypeManager/StaticTypeLookup1::typeIndex` is not supported by burst

While processing function Unity.Entities.TypeManager, Unity.Entities, Version=0.0.0.0, Culture=neutral, PublicKeyToken=null::GetTypeIndex1[CommonEcs.Changed, Assembly-CSharp, Version=0.0.0.0, Culture=neutral, PublicKeyToken=null]`

While compiling job: System.Void Unity.Jobs.IJobExtensions/JobStruct`1<CommonEcs.IdentifySpriteManagerChangedValuesSystem/Job>::Execute(T&,System.IntPtr,System.IntPtr,Unity.Jobs.LowLevel.Unsafe.JobRanges&,System.Int32)

Compiler exception: System.NotSupportedException: Loading from a static field System.Int32 Unity.Entities.TypeManager/StaticTypeLookup1::typeIndex` is not supported by burst
at Burst.Compiler.IL.ILVisitor.NotSupported (Burst.Compiler.IL.Syntax.ILInstruction inst) [0x0016b] in :0
at Burst.Compiler.IL.ILVisitor.Ldsfld (Burst.Compiler.IL.Syntax.ILInstruction inst) [0x0006c] in :0
at Burst.Compiler.IL.ILVisitor.CompileInternal (Burst.Compiler.IL.Syntax.ILInstruction inst) [0x004de] in :0
at Burst.Compiler.IL.ILVerifier.CompileInternal (Burst.Compiler.IL.Syntax.ILInstruction inst) [0x00000] in :0

I looked at the code for EntityCommandBuffer.RemoveComponent() and I see that the generic parameter T is not bounded to struct and IComponentData like how they are in SetComponent() and AddComponent(). Is this the one causing the error?

The EntityCommandBuffer does not currently support burst compiled jobs. Youll have to either use a non-burst job, or queue up the changes and add them to the command buffer later.

I see. Thanks!

Will EntityCommandBuffer ever be supported with burst?

Thanks