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Update links to Unreal Engine documentation
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docs/dedis/preparing_your_game_server.mdx

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@@ -16,7 +16,7 @@ To package a dedicated server for Linux, you'll need:
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### Install the Linux cross-compilation tools
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Follow the [installation guide](https://docs.unrealengine.com/4.27/en-US/SharingAndReleasing/Linux/GettingStarted/) on how to install the Linux cross-compilation tools for the engine version you are targeting.
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Follow the [installation guide](https://dev.epicgames.com/documentation/en-us/unreal-engine/linux-development-requirements-for-unreal-engine) on how to install the Linux cross-compilation tools for the engine version you are targeting.
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### Targeting a source build of the engine
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docs/setup/platforms/google.mdx

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@@ -14,15 +14,13 @@ Open your project's `.uproject` file, and add `OnlineSubsystemGooglePlay` with "
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```json
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{
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"Plugins": [
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{
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"Name": "OnlineSubsystemGooglePlay",
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"Enabled": false,
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"SupportedTargetPlatforms": [
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"Android"
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]
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}
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]
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"Plugins": [
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{
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"Name": "OnlineSubsystemGooglePlay",
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"Enabled": false,
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"SupportedTargetPlatforms": ["Android"]
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}
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]
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}
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```
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@@ -72,7 +70,7 @@ You should now see a screen that looks like this:
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15. Scroll down and click **Save and Continue**.
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16. Scroll down and click **Back to Dashboard**.
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17. On the OAuth consent screen page, click **Publish App**.
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- If you have configured everything correctly, it should say "You do not need to submit your app for verification."
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- If you have configured everything correctly, it should say "You do not need to submit your app for verification."
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18. Click **Confirm**.
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If you have configured the OAuth consent screen correctly, you should now see something similar to this:
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![Search for "Distribution Signing" under Project Settings to find this option](google/project_settings.png)
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If you do not have a keystore set up for your Android application already, please follow the [Unreal Engine documentation on Signing Projects for Release](https://docs.unrealengine.com/5.1/en-US/signing-android-projects-for-release-on-the-google-play-store-with-unreal-engine/) which will guide you through the process of creating this keystore.
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If you do not have a keystore set up for your Android application already, please follow the [Unreal Engine documentation on Signing Projects for Release](https://dev.epicgames.com/documentation/en-us/unreal-engine/signing-android-projects-for-release-on-the-google-play-store-with-unreal-engine/) which will guide you through the process of creating this keystore.
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:::note
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If you ever regenerate the distribution certificate, you must click **Request upload key reset** under "Setup" -> "App integrity" -> "App signing" tab -> "Request upload key reset". After re-generating a keystore, you'd have to configure fingerprints again. Therefore you should check in your keystore file to source control so you don't lose it.
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#### Get the Google Play app signing key fingerprint
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These days, Google Play automatically re-signs your application with a key that they manage when your application is deployed to the Google Play Store. Therefore you *also* need to get the fingerprint that the application will have when published to the Google Play Store.
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These days, Google Play automatically re-signs your application with a key that they manage when your application is deployed to the Google Play Store. Therefore you _also_ need to get the fingerprint that the application will have when published to the Google Play Store.
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1. Open the [Google Play Console](https://play.google.com/console/).
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2. Locate your application in the application list and click **View app ->**.
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2. Select **Android** as the application type from the dropdown.
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3. Set the name to be `<game name> - <fingerprint>` so that you can identify the client later.
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4. Set the package name to match what is configured in the Unreal Engine Project Settings.
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- If you need to find it, search for "Android Package Name" in the Unreal Engine Project Settings.
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- Make sure you replace `[PROJECT]` with the project name before you put it into this form.
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- If you need to find it, search for "Android Package Name" in the Unreal Engine Project Settings.
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- Make sure you replace `[PROJECT]` with the project name before you put it into this form.
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5. Copy the fingerprint into the SHA-1 certificate fingerprint field.
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6. Click **Create**.
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7. You will be shown a pop-up that displays the client ID. Copy this client ID and store it for later steps.
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7. Select **Web application** as the application type from the dropdown.
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8. Set an appropriate name such as "EOS Backend".
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9. Leave the "Authorised JavaScript origins" and "Authorised redirect URIs" sections blank.
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10. Click **Create**.
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10. Click **Create**.
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You will be shown a pop-up that provides a client ID and secret. Make a note of the client ID, as we will use them to configure the EOS backend in a moment.
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:::danger
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The client ID for the EOS backend should be kept separate from the client IDs for the Android app, as they have different purposes:
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- Client IDs for the Android app: These will go in `DefaultEngine.ini` (or `AndroidEngine.ini`).
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- Client ID for the EOS backend: These will go in the Epic Online Services developer portal.
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:::
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:::
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With all the credentials created, you should now see something like this:
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1. Click **Add credential** on the right-hand side of the screen.
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2. Select "Android" as the Type if it isn't selected already.
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3. For the name, pick one of the following options:
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- If this is the client ID associated with [the Google Play automatic fingerprint](#get-the-google-play-app-signing-key-fingerprint), use the actual name of your game. That's because this is the name that will be presented to players.
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- If this is the client ID associated with one of the other fingerprints, it's recommended that you name it something like `<game> - <start of fingerprint>` to keep the credentials identifable in the credential list, for example `EOS TEST GAME - 68:D9:91:0E:54`. The name is limited to 30 characters, so you might need to shorten the game name to keep it identifiable in this case.
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- If this is the client ID associated with [the Google Play automatic fingerprint](#get-the-google-play-app-signing-key-fingerprint), use the actual name of your game. That's because this is the name that will be presented to players.
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- If this is the client ID associated with one of the other fingerprints, it's recommended that you name it something like `<game> - <start of fingerprint>` to keep the credentials identifable in the credential list, for example `EOS TEST GAME - 68:D9:91:0E:54`. The name is limited to 30 characters, so you might need to shorten the game name to keep it identifiable in this case.
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4. If you see the "Use for new installs" option, make sure you tick this if the fingerprint is the Google Play automatic fingerprint.
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5. For the "OAuth client", select the appropriate client ID. Since you're associating each credential, you're going to repeat steps 1 through 7 picking a different OAuth client each time.
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6. Click **Save changes**.
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1. Click **Add credential** on the right-hand side of the screen.
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2. Select "Game server" as the Type if it isn't selected already.
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3. For the "OAuth client", select the EOS backend OAuth client from the dropdown.
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- If you don't see the correct OAuth client, click **Refresh OAuth clients**.
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- If you don't see the correct OAuth client, click **Refresh OAuth clients**.
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4. Click **Save changes**.
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5. Click **Configuration** in the sidebar to go back to the credential list.
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### Check services testers list
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*This is a different tester list*. Ensure that the account you are using to sign in with on the Android device is an approved testing account under "Play Games services" -> "Setup and management" -> "Testers" -> "Testers" tab. This is in addition to the internal app testing list that you configured above.
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_This is a different tester list_. Ensure that the account you are using to sign in with on the Android device is an approved testing account under "Play Games services" -> "Setup and management" -> "Testers" -> "Testers" tab. This is in addition to the internal app testing list that you configured above.
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### I get a screen with "File Verification Failed" and a progress bar when my game starts up
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If you get a message "Failed to open descriptor file" when launching the game on an Android device from the editor, this can have several causes:
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- You have "For Distribution" enabled in the Project Settings. In this scenario:
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1. Turning off "For Distribution". This option must only be used when making a final package for Google Play, and not for on-device testing.
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1. Turning off "For Distribution". This option must only be used when making a final package for Google Play, and not for on-device testing.
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- You have the "Build Configuration" setting set to `Shipping` in Project Settings, or have selected `Shipping` as the configuration for Android via the editor toolbar. In this scenario:
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1. Change the build configuration to `Development`, `DebugGame` or `Debug`. The `Shipping` configuration only works when the game is installed via Google Play, and does not work for on-device testing.
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1. Change the build configuration to `Development`, `DebugGame` or `Debug`. The `Shipping` configuration only works when the game is installed via Google Play, and does not work for on-device testing.
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- You previously installed the game to the device via Google Play. In this scenario:
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1. Uninstall the game from the device.
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2. Delete the `Binaries/Android` folder from your project.
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3. Delete the `Intermediate/Android` folder from your project.
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4. On the device, launch the "Files" app. Scroll down and tap on "Internal storage". Delete the following folders if they exist:
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- `obb`
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- `UE4Game`
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- `UnrealGame`
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5. Launch the game again from the editor.
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1. Uninstall the game from the device.
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2. Delete the `Binaries/Android` folder from your project.
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3. Delete the `Intermediate/Android` folder from your project.
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4. On the device, launch the "Files" app. Scroll down and tap on "Internal storage". Delete the following folders if they exist:
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- `obb`
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- `UE4Game`
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- `UnrealGame`
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5. Launch the game again from the editor.

docs/support/gameplay_debugger.mdx

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description: Using the gameplay debugger in the engine to diagnose P2P connectivity issues.
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---
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Unreal Engine ships with the [Gameplay Debugger](https://docs.unrealengine.com/5.0/en-US/using-the-gameplay-debugger-in-unreal-engine/) which you can use to view the realtime state of the game in the editor and on-device.
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Unreal Engine ships with the [Gameplay Debugger](https://dev.epicgames.com/documentation/en-us/unreal-engine/using-the-gameplay-debugger-in-unreal-engine) which you can use to view the realtime state of the game in the editor and on-device.
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EOS Online Framework extends the gameplay debugger to provide information about the current P2P connections, the NAT type and the packet queue length:
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