RenderMeshArray contains meshes & materials from other unrelated entities

ECS newbie here.

I instantiate a bunch of entities at the start which are basically map tiles, then spawn ghost players using NetCode.
For some reason, the RenderMeshArray component for entities of the map tiles contain the player mesh and materials, and the player entity’s RenderMeshArray also contains the map tile’s mesh and materials.
Interesting to note that it didn’t use to do that before, the issue just suddenly appeared without updates and I don’t know what could possibly cause this behavior.
I understand that RenderMeshArray is a SharedComponent so it’s supposed to be shared across entities for performance reasons, but surely there is a way to specify which entities it’s supposed to be shared with right? In my case I want the map tile entities to be a group separate from the player and other entities.

The meshes and materials are shared by subscene. You probably combined subscenes.

So I should create a subscene for the players and another for the map?
Then would it still be possible for entities from different subscenes to interact with each other as long as they’re in the same world?

Yes

At runtime, yes.