I'm converting a prefab into an entity using ConvertToEntity with mode "Convert and Destroy". This creates 5 different entities at runtime: 1 with a Child component (the parent): https://cl.ly/3ddb4668dbe2, and 4 with a Parent component (the children). This all corresponds with how the prefab is designed and seems fine. However, when I try to do EntityManager.Instantiate on the parent entity to create a copy, none of the Child data is transferred. The Child component is of type ISystemStateBufferElementData, so it doesn't seem possible to set this data using SetComponentData or SetSharedComponentData. I am able to get this data by doing EntityManager.GetBuffer<Child>, but I don't see any way of setting this buffer data to another entity. Is there a known/preferred way of instantiating prefabs converted to entities at runtime while also maintaining information about the transform hierarchy?