Clientside entity gets removed for some reason

So I got an entity for showing where you are going to place a part in Gamemaster but it appears I can’t keep track of it. I got a simple
[lua]grid_ent = NULL[/lua]
then, in InitPostEntity…
[lua] grid_ent = ents.Create( “prop_physics” )
grid_ent:SetModel( “models/gmaster/select.mdl” ) // “models/error.mdl”
grid_ent:SetMoveType( MOVETYPE_NONE )
grid_ent:SetSolid( SOLID_NONE )
grid_ent:SetPos( vector_origin )
grid_ent:Spawn()
grid_ent:Activate()[/lua]
The valid checks still return true here. But in think…
[lua] if ( ValidEntity( grid_ent ) ) then
grid_ent:SetPos( trace.HitPos + trace.HitNormal )
else
print( “ENTITY IS DOWN, I REPEAT, ENTITY IS DOWN!” )
end[/lua]
This spams “ENTITY IS DOWN, I REPEAT, ENTITY IS DOWN!” in the console! Anyone knows what I’m doing wrong?

Why don’t you just use ClientsideModel?

Well, that magically solved the problem! Thanks! :buddy: