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Updated from pipeline, Version : 7.2.1
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.variables

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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/1806668488/413812731/
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export COMMIT_HASH=d4fc8cd7280e541b2d1d27d6bc03e0e8e2019602
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export GIT_HASH=d4fc8cd7280e541b2d1d27d6bc03e0e8e2019602
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export VERSION=7.2.0
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export REVISION_ID=7.2.0
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export WORKDIR=/tmp/pipelines/1813989996/415208892/
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export COMMIT_HASH=e1304bd01660480fe7dadeebeb2573b36dcb8713
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export GIT_HASH=e1304bd01660480fe7dadeebeb2573b36dcb8713
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export VERSION=7.2.1
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export REVISION_ID=7.2.1
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export COMMIT_MESSAGE_BASE64='Y2hvcmUocmVsZWFzZSk6IDcuMi4wIC0gY29tbWl0ZWQgYW5kIHRhZ2dlZCBieSBKZW5raW5zCg=='
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export COMMIT_MESSAGE_BASE64='Y2hvcmUocmVsZWFzZSk6IDcuMi4xIC0gY29tbWl0ZWQgYW5kIHRhZ2dlZCBieSBKZW5raW5zCg=='

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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### [7.2.1](https://bitbucket.org/accelbyte/justice-unreal-sdk-plugin/branches/compare/7.2.1%0D7.2.0) (2021-11-24)
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### Bug Fixes
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* **telemetry:** add method to flush pending events without waiting for the next batch in GameTelemetry ([bf69c63](https://bitbucket.org/accelbyte/justice-unreal-sdk-plugin/commits/bf69c63b9797f6785306b680864b3fdd7910f6c9))
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* **telemetry:** add method to flush pending events without waiting for the next batch in ServerGameTelemetry ([a1bfe10](https://bitbucket.org/accelbyte/justice-unreal-sdk-plugin/commits/a1bfe1096802d5460dfb25b7d94cb36bc63d0320))
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## [7.2.0](https://bitbucket.org/accelbyte/justice-unreal-sdk-plugin/branches/compare/7.2.0%0D7.1.1) (2021-11-22)
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Content/CompatibilityMap.json

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{
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"iam": {
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"minVersion": "4.7.0",
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"maxVersion": "4.7.0"
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"minVersion": "4.8.1",
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"maxVersion": "4.8.1"
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},
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"agreement": {
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"minVersion": "1.14.0",

Source/AccelByteUe4Sdk/Private/Api/AccelByteGameTelemetryApi.cpp

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}
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}
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void GameTelemetry::Flush()
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{
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PeriodicTelemetry(0);
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}
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void GameTelemetry::Startup()
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{
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ShuttingDown = false;
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GameTelemetryTickDelegateHandle.Reset();
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}
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// flush events
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PeriodicTelemetry(0);
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Flush();
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}
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}
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Source/AccelByteUe4Sdk/Private/GameServerApi/AccelByteServerGameTelemetryApi.cpp

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}
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}
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void ServerGameTelemetry::Flush()
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{
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PeriodicTelemetry(0);
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}
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bool ServerGameTelemetry::PeriodicTelemetry(float DeltaTime)
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{
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FReport::Log(FString(__FUNCTION__));

Source/AccelByteUe4Sdk/Public/Api/AccelByteGameTelemetryApi.h

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*/
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void Send(FAccelByteModelsTelemetryBody TelemetryBody, FVoidHandler const& OnSuccess, FErrorHandler const& OnError);
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/**
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* @brief Flush pending telemetry events
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*/
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void Flush();
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/**
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* @brief Startup module
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*/

Source/AccelByteUe4Sdk/Public/GameServerApi/AccelByteServerGameTelemetryApi.h

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*/
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void Send(FAccelByteModelsTelemetryBody TelemetryBody, const FVoidHandler& OnSuccess, const FErrorHandler& OnError);
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/**
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* @brief Flush pending telemetry events
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*/
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void Flush();
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private:
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struct FJob
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{

version.json

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{
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"version": "7.2.0"
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"version": "7.2.1"
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}

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