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Never mind.  Physics objects in two separate worlds don't collide at all.  It turns out that the code I was using to transfer a collider from an entity to a pivot was flawed.

auto box = CreateBox(worldA);

//Transfer Collider to 2nd world
auto pivot = CreatePivot(worldB);
pivot->SetCollider(box->GetCollider());

box->SetCollider(nullptr);

It seems that if I set an entities collider to another object and then remove that collider from the original entity, although the collider is no longer visible when debugging physics, that box still collides.  :huh:

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