Impossible to use NativeArray in Component using Baker

Hello,

When I’m using NativeArray inside a component created by a system, it works without any problem. But when this same component is created during the Authoring->Baking process, Entites sends me this error:

ArgumentException: Blittable component type ‘Config’ on GameObject ‘ConfigAuthoring’ contains a (potentially nested) pointer field. Serializing bare pointers will likely lead to runtime errors. Remove this field and consider serializing the data it points to another way such as by using a BlobAssetReference or a [Serializable] ISharedComponent. If for whatever reason the pointer field should in fact be serialized, add the [ChunkSerializable] attribute to your type to bypass this error.

I think it’s like a bug that it is totally allowed to use NativeArray in Components when it’s not part of a baking process but it doesn’t work when it’s in a Baker?

Here are my following Component, Authoring and Baker:

public struct Config : IComponentData
{    
    public NativeArray<int> Values;
}

class ConfigAuthoring : MonoBehaviour
{
    public List<int> Values;
}

class ConfigAuthoringBaker : Baker<ConfigAuthoring>
{
    public override void Bake(ConfigAuthoring authoring)
    {
        var entity = GetEntity(TransformUsageFlags.None);
        AddComponent(entity, new BattleConfig
        {
            Values = authoring.Values.ToNativeArray(Allocator.Temp)
        });
    }
}

Baking native containers like NativeArray, NetiveList, etc. is not supported. Your options are using DynamicBuffer or blob assets. There are also fixed-size list types in Unity Collections.

Storing Entity keys in blob assets and fixed lists is not supported (no remapping support).