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Byte Wars Build Pipelinedamarindraab
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Merged in tutorialmodules-release-2.17.0 (pull request #407)
Update tutorialmodules to 2.17.0 * Update tutorialmodules to 2.17.0 Approved-by: Nauval Muhammad Firdaus Approved-by: Rizka Lukmana Afif Approved-by: Damar Inderajati
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Config/DefaultEngine.ini

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@@ -179,6 +179,7 @@ DataRouterUrl=
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[ByteWars]
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bDemoMode=
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DrainLogicDelayInSecs=5
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; //////////////////////////////////////

Config/DefaultGame.ini

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@@ -1,7 +1,7 @@
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[/Script/EngineSettings.GeneralProjectSettings]
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GitHash=38e2bde
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ProjectID=8DAB8AD246B954A7292553AF4B4F50E5
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ProjectVersion=2.16.0
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ProjectVersion=2.17.0
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BuildNumber=280
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[/Script/CommonInput.CommonInputSettings]
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Plugins/AccelByte/AccelByteUe4Sdk

Submodule AccelByteUe4Sdk updated 35 files

Source/AccelByteWars.Target.cs

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@@ -8,7 +8,9 @@ public class AccelByteWarsTarget : TargetRules
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public AccelByteWarsTarget( TargetInfo Target) : base(Target)
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{
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Type = TargetType.Game;
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DefaultBuildSettings = BuildSettingsVersion.V2;
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IncludeOrderVersion = EngineIncludeOrderVersion.Latest;
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CppStandard = CppStandardVersion.Default;
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DefaultBuildSettings = BuildSettingsVersion.Latest;
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ExtraModuleNames.AddRange( new string[] { "AccelByteWars", "AccelByteUe4Sdk", "OnlineSubsystemAccelByte", "AccelByteNetworkUtilities" } );
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// Enable logging in shipping builds

Source/AccelByteWars/Core/Actor/AccelByteWarsFxActor.cpp

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@@ -13,8 +13,13 @@ AAccelByteWarsFxActor::AAccelByteWarsFxActor()
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PrimaryActorTick.TickInterval = 0.05f;
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// Lower the net update frequency since this is only an FX actor
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#if ENGINE_MAJOR_VERSION >= 5 && ENGINE_MINOR_VERSION >= 5
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SetNetUpdateFrequency(5.0f);
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SetMinNetUpdateFrequency(1.0f);
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#else
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NetUpdateFrequency = 5.0f;
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MinNetUpdateFrequency = 1.0f;
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#endif
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NewRoot = CreateDefaultSubobject<USceneComponent>(TEXT("DefaultSceneRoot"));
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RootComponent = NewRoot;

Source/AccelByteWars/Core/Actor/AccelByteWarsMissile.cpp

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@@ -275,7 +275,11 @@ void AAccelByteWarsMissile::ApplyGravityToThisGameObjects()
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if (IsNearHitShip(GameObject))
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{
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#if ENGINE_MAJOR_VERSION >= 5 && ENGINE_MINOR_VERSION >= 4
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if (NearHitShips.Contains(GameObject->GetOwner()) == false)
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#else
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if (NearHitShips.Contains(Cast<AActor>(GameObject)) == false)
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#endif
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{
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if (GameObject->GetOwner() == nullptr)
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continue;
@@ -487,7 +491,7 @@ void AAccelByteWarsMissile::OnDestroyObject()
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}
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else
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{
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// Missile timed out, broadcast entity destroyed event for the missile.
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// Missile hit planet, broadcast entity destroyed event for the missile.
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if (AAccelByteWarsInGameGameMode::OnEntityDestroyedDelegates.IsBound())
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{
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AAccelByteWarsInGameGameMode::OnEntityDestroyedDelegates.Broadcast(

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