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Updated from pipeline, Version : 23.1.1
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+29
-18
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12 files changed

+29
-18
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.variables

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export DO_UPDATE=true
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export LEVEL=CRITICAL
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export REPO_NAME=justice-unreal-sdk-plugin
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export WORKDIR=/tmp/pipelines/4241365282/859929811/
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export COMMIT_HASH=98fcb870988d8ea26ae11827c9fa577b201f0bf6
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export GIT_HASH=98fcb870988d8ea26ae11827c9fa577b201f0bf6
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export VERSION=23.1.0
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export REVISION_ID=23.1.0
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export WORKDIR=/tmp/pipelines/4250160727/861449024/
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export COMMIT_HASH=2d2398ab01025e5344032c14648e35fe2757e8dc
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export GIT_HASH=2d2398ab01025e5344032c14648e35fe2757e8dc
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export VERSION=23.1.1
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export REVISION_ID=23.1.1
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export COMMIT_MESSAGE_BASE64='Y2hvcmUocmVsZWFzZSk6IDIzLjEuMCAtIGNvbW1pdGVkIGFuZCB0YWdnZWQgYnkgSmVua2lucwo='
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export COMMIT_MESSAGE_BASE64='Y2hvcmUocmVsZWFzZSk6IDIzLjEuMSAtIGNvbW1pdGVkIGFuZCB0YWdnZWQgYnkgSmVua2lucwo='

AccelByteUe4Sdk.uplugin

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{
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"FileVersion": 3,
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"Version": 31,
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"VersionName": "23.1.0",
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"Version": 32,
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"VersionName": "23.1.1",
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"FriendlyName": "AccelByte Unreal Engine SDK",
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"Description": "Official AccelByte SDK for Unreal Engine 4",
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"Category": "Online Platform",

CHANGELOG.md

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All notable changes to this project will be documented in this file. See [standard-version](https://github.com/conventional-changelog/standard-version) for commit guidelines.
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### [23.1.1](https://bitbucket.org/accelbyte/justice-unreal-sdk-plugin/branches/compare/23.1.1%0D23.1.0) (2023-05-09)
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### Bug Fixes
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* missing include headers when the project doesn't use shared precompiled headers ([bdbbf78](https://bitbucket.org/accelbyte/justice-unreal-sdk-plugin/commits/bdbbf78a1fa67ee8bbc5768a47e61262532de72b))
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## [23.1.0](https://bitbucket.org/accelbyte/justice-unreal-sdk-plugin/branches/compare/23.1.0%0D23.0.1) (2023-05-08)
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Content/CompatibilityMap.json

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"maxVersion": "5.34.0"
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},
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"agreement": {
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"minVersion": "1.29.0",
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"maxVersion": "1.29.0"
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"minVersion": "1.29.1",
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"maxVersion": "1.29.1"
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},
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"basic": {
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"minVersion": "2.9.2",

Source/AccelByteUe4Sdk/AccelByteUe4Sdk.Build.cs

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{
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public AccelByteUe4Sdk(ReadOnlyTargetRules Target) : base(Target)
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{
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#if UE_4_24_OR_LATER || UE_5_0_OR_LATER
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bLegacyPublicIncludePaths = false;
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DefaultBuildSettings = BuildSettingsVersion.V2;
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PCHUsage = ModuleRules.PCHUsageMode.NoSharedPCHs;
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#else
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PCHUsage = ModuleRules.PCHUsageMode.UseExplicitOrSharedPCHs;
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#endif
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PCHUsage = PCHUsageMode.UseExplicitOrSharedPCHs;
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bEnforceIWYU = true;
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PublicIncludePaths.Add(Path.Combine(ModuleDirectory, "Public"));
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PrivateIncludePaths.Add(Path.Combine(ModuleDirectory, "Private"));

Source/AccelByteUe4Sdk/Private/Core/AccelByteApiClient.cpp

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[Credentials = CredentialsRef, HttpScheduler = HttpRef]()
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{
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Credentials->Shutdown();
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HttpScheduler->Shutdown();
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HttpScheduler->Shutdown();
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}
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, TStatId()
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, nullptr

Source/AccelByteUe4Sdk/Private/Core/StatsD/AccelByteStatsDMetricCollector.cpp

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#include "Core/StatsD/AccelByteStatsDMetricCollector.h"
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#include "Engine/GameEngine.h"
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#include "Misc/ConfigCacheIni.h"
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DECLARE_LOG_CATEGORY_EXTERN(LogAccelByteStatsDMetricCollector, Log, All);
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DEFINE_LOG_CATEGORY(LogAccelByteStatsDMetricCollector);

Source/AccelByteUe4Sdk/Private/Models/AccelByteSessionModels.cpp

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// and restrictions contact your company contract manager.
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#include "Models/AccelByteSessionModels.h"
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#include "Json.h"
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#include "Core/AccelByteReport.h"
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FAccelByteModelsV2GameSessionQuery::FAccelByteModelsV2GameSessionQuery()

Source/AccelByteUe4Sdk/Public/Core/AccelByteAdvancedQuery.h

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#pragma once
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#include "CoreMinimal.h"
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#include "Containers/Queue.h"
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namespace AccelByte
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{
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class ACCELBYTEUE4SDK_API FAccelByteAdvancedQuery

Source/AccelByteUe4Sdk/Public/Core/AccelByteTypeConverter.h

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#pragma once
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#include "CoreMinimal.h"
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#include "UObject/ReflectedTypeAccessors.h"
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class ACCELBYTEUE4SDK_API FAccelByteArrayByteFStringConverter
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{

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