ITriggerEventsJob reporting triggers but component attached to trigger not present

I have a trigger attached to enemies in my project.

I am adding DamageZoneComponent to decorate the trigger collision box.
Next in a system I am trying to find all DamageZoneComponent decorated entities that are colliding with player.

When I use ComponentLookup to check if an entity has DamageZoneComponent non of them turn out to have it.

This is impossible as I am decorating all DamageZones with it. There are no other trigger colliders in the scene. I do get
triggerEvent.EntityB to have PlayerComponent but no DamageZoneComponents attached to triggerEvent.EntityA.

Any tips what I might be doing wrong is appreciated, otherwise it looks like a bug to me.

Attaching the whole system code as I might have some setup wrong.

```csharp
**using Unity.Burst;
using Unity.Collections;
using Unity.Entities;
using Unity.Physics;
using Unity.Physics.Systems;

[UpdateInGroup(typeof(FixedStepSimulationSystemGroup))]
[UpdateAfter(typeof(PhysicsSystemGroup))]
[BurstCompile]
public partial struct DamageZoneCollisionSystem : ISystem
{
[BurstCompile]
public void OnCreate(ref SystemState state) { }

[BurstCompile]
public void OnDestroy(ref SystemState state) { }

[BurstCompile]
public void OnUpdate(ref SystemState state)
{
    var simuilationSingleton = SystemAPI.GetSingleton<SimulationSingleton>();
    var playerEntity = SystemAPI.GetSingletonEntity<PlayerComponent>();
    var player = SystemAPI.GetAspectRW<PlayerAspect>(playerEntity);

    var damageZonesCollidingWithPlayer = new NativeList<Entity>(Allocator.TempJob);

    state.Dependency = new CheckDamageZoneCollisionWithPlayer()
    {
        DamageZonesCollidingWithPlayer = damageZonesCollidingWithPlayer,
        DamageZoneLookup = SystemAPI.GetComponentLookup<DamageZoneComponent>(isReadOnly: true),
        PlayerLookup = SystemAPI.GetComponentLookup<PlayerComponent>(isReadOnly: true),
    }
    .Schedule(simuilationSingleton, state.Dependency);

    state.Dependency.Complete();

    foreach (var (damageZone, damageZoneEntity) in SystemAPI.Query<RefRW<DamageZoneComponent>>().WithEntityAccess())
    {
        if (damageZonesCollidingWithPlayer.Contains(damageZoneEntity))
        {
            damageZone.ValueRW.Countdown -= SystemAPI.Time.DeltaTime;
            if (damageZone.ValueRW.Countdown < 0)
            {
                player.Life -= damageZone.ValueRO.Damage;
                damageZone.ValueRW.Countdown = damageZone.ValueRO.Time;
            }
        }
        else
        {
            damageZone.ValueRW.Countdown = -1f;
        }
    }

    damageZonesCollidingWithPlayer.Dispose();
}

[BurstCompile]
struct CheckDamageZoneCollisionWithPlayer : ITriggerEventsJob
{
    public NativeList<Entity> DamageZonesCollidingWithPlayer;
    [ReadOnly] internal ComponentLookup<DamageZoneComponent> DamageZoneLookup;
    [ReadOnly] internal ComponentLookup<PlayerComponent> PlayerLookup;

    [BurstCompile]
    public void Execute(TriggerEvent triggerEvent)
    {
        if (DamageZoneLookup.HasComponent(triggerEvent.EntityA))
        {
            UnityEngine.Debug.Log("EntityA is damage zone");
        }
        if (DamageZoneLookup.HasComponent(triggerEvent.EntityB))
        {
            UnityEngine.Debug.Log("EntityB is damage zone");
        }
        if (PlayerLookup.HasComponent(triggerEvent.EntityA))
        {
            UnityEngine.Debug.Log("EntityA is player");
        }
        if (PlayerLookup.HasComponent(triggerEvent.EntityB))
        {
            UnityEngine.Debug.Log("EntityB is player");
        }

        // if (PlayerLookup.HasComponent(triggerEvent.EntityA) && DamageZoneLookup.HasComponent(triggerEvent.EntityB))
        // {
        //     DamageZonesCollidingWithPlayer.Add(triggerEvent.EntityB);
        // }
        // if (PlayerLookup.HasComponent(triggerEvent.EntityB) && DamageZoneLookup.HasComponent(triggerEvent.EntityA))
        // {
        //     DamageZonesCollidingWithPlayer.Add(triggerEvent.EntityA);
        // }
    }
}

}**
```

On further investigation it seems that creation of “CoumpundShape” is the problem as I am getting the entities from parent object. If there is a way to turn off this behavior I think ill get the result I am expecting.