Error with incorporating MassAI in a multiplayer network

I agree with these changes. Here’s what they look like:
In MassReplicationProcessor.cpp:

	// AMGI CHANGE BEGIN
	// In response to user comment here: https://forums.unrealengine.com/t/error-with-incorporating-massai-in-a-multiplayer-network/779521/3
	// "In the MassReplicationProcessor, I changed the access for the FMassReplicationViewerInforFragment on the CollectorViewerInfoQuery to ReadWrite (line 46 of MassReplicationProcessor.cpp). This is because the processor uses a function in this query context that requires a non const viewer fragment."
	// CollectViewerInfoQuery.AddRequirement<FMassReplicationViewerInfoFragment>(EMassFragmentAccess::ReadOnly);
	CollectViewerInfoQuery.AddRequirement<FMassReplicationViewerInfoFragment>(EMassFragmentAccess::ReadWrite);
	// AMGI CHANGE END

In MassReplicationPathHandlers.h:

	// AMGI CHANGE BEGIN
	// Pursuant to user comment here: https://forums.unrealengine.com/t/error-with-incorporating-massai-in-a-multiplayer-network/779521/3
	// "In MassReplicationPathHandlers, I made PathRequestList and LaneLocationList TConstArrayViews (lines 222 and 224 in MassReplicationPathHandlers.h)"
	// TArrayView<FMassZoneGraphPathRequestFragment> PathRequestList;
	// TArrayView<FMassMoveTargetFragment> MoveTargetList;
	// TArrayView<FMassZoneGraphLaneLocationFragment> LaneLocationList;
	TConstArrayView<FMassZoneGraphPathRequestFragment> PathRequestList;
	TArrayView<FMassMoveTargetFragment> MoveTargetList;
	TConstArrayView<FMassZoneGraphLaneLocationFragment> LaneLocationList;
	// AMGI CHANGE END

In MassReplicationPathHandlers.cpp:

void FMassReplicationProcessorPathHandler::AddRequirements(FMassEntityQuery& InQuery)
{
	InQuery.AddRequirement<FMassZoneGraphPathRequestFragment>(EMassFragmentAccess::ReadOnly);
	// AMGI CHANGE BEGIN
	// Pursuant to user comment here: https://forums.unrealengine.com/t/error-with-incorporating-massai-in-a-multiplayer-network/779521/3
	// InQuery.AddRequirement<FMassMoveTargetFragment>(EMassFragmentAccess::ReadOnly);
	InQuery.AddRequirement<FMassMoveTargetFragment>(EMassFragmentAccess::ReadWrite);
	// AMGI CHANGE END
	InQuery.AddRequirement<FMassZoneGraphLaneLocationFragment>(EMassFragmentAccess::ReadOnly);
}

void FMassReplicationProcessorPathHandler::CacheFragmentViews(FMassExecutionContext& ExecContext)
{
	// AMGI CHANGE BEGIN
	// Pursuant to user comment here: https://forums.unrealengine.com/t/error-with-incorporating-massai-in-a-multiplayer-network/779521/3
	// " changed the GetMutableFragmentViews for PathRequesList and LaneLocationList to GetFragmentViews (lines 24 and 26 in MassReplicationPathHandlers.cpp)"
	// PathRequestList = ExecContext.GetMutableFragmentView<FMassZoneGraphPathRequestFragment>();
	// MoveTargetList = ExecContext.GetMutableFragmentView<FMassMoveTargetFragment>();
	// LaneLocationList = ExecContext.GetMutableFragmentView<FMassZoneGraphLaneLocationFragment>();
	PathRequestList = ExecContext.GetFragmentView<FMassZoneGraphPathRequestFragment>();
	MoveTargetList = ExecContext.GetMutableFragmentView<FMassMoveTargetFragment>();
	LaneLocationList = ExecContext.GetFragmentView<FMassZoneGraphLaneLocationFragment>();
	// AMGI CHANGE END
}

Thank you @dtg_phoebe!