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Updated images to point to tmp DO bucket
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docs/docs/unreal/part-1.md

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@@ -41,7 +41,7 @@ For **Project Location**, use your `blackholio` directory (created in the previo
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Click **Create** to generate the blank project.
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![Create Blank Project](./part-1-01-create-project.png)
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![Create Blank Project](https://tmp-unreal-engine-tutorial-images.nyc3.digitaloceanspaces.com/part-1-01-create-project.png)
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### Import the SpacetimeDB Unreal SDK
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- This should create `/client_unreal/Plugins/SpacetimeDbSdk`.
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3. In the root of the Unreal project, right click the client_unreal.uproject and select **Generate Visual Studio project files**. On Windows 11 you may need to expand **Show more options** to select the generate option.
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![Generate project files](./part-1-02-01-generate-project.png)
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![Generate project files](./part-1-02-02-generate-project.png)
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![Generate project files](https://tmp-unreal-engine-tutorial-images.nyc3.digitaloceanspaces.com/part-1-02-01-generate-project.png)
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![Generate project files](https://tmp-unreal-engine-tutorial-images.nyc3.digitaloceanspaces.com/part-1-02-02-generate-project.png)
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### Create the GameManager Actor
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- Open **Edit -> Project Settings** in the top menu, then select **Project -> Maps & Modes** on the left.
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- Set **Editor Startup Map** to `Blackholio`.
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- Set **Game Default Map** to `Blackholio`.
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![Pick Parent Class](./part-1-03-create-blueprint.png)
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![Pick Parent Class](https://tmp-unreal-engine-tutorial-images.nyc3.digitaloceanspaces.com/part-1-03-create-blueprint.png)
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4. **Add to the Level**
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- Drag the `BP_GameManager` blueprint from the **Content Drawer** into the scene view.

docs/docs/unreal/part-3.md

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- Change **Player Controller Class** from **PlayerController** to `BP_BlackholioPlayerController`.
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- Save the level.
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![Add Circle](./part-3-01-create-blueprint.png)
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![Add Circle](https://tmp-unreal-engine-tutorial-images.nyc3.digitaloceanspaces.com/part-3-01-create-blueprint.png)
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### Set Up the Nameplate Blueprint
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- Set **Font -> Size** to `24`.
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- Set **Font -> Justification** to **Align Text Center**.
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![WBP_Nameplate](./part-3-02-create-nameplate.png)
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![WBP_Nameplate](https://tmp-unreal-engine-tutorial-images.nyc3.digitaloceanspaces.com/part-3-02-create-nameplate.png)
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Finally, add Blueprint logic so the circle can update its nameplate:
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- A conversion from `String` to `Text` is added automatically; this is expected.
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7. Click **Save** and **Compile**.
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![UpdateText Function](./part-3-03-update-text-function.png)
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![UpdateText Function](https://tmp-unreal-engine-tutorial-images.nyc3.digitaloceanspaces.com/part-3-03-update-text-function.png)
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### Set Up Circle Entity Blueprint
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Import and set up the circle sprite:
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1. Right-click the image below and save it locally:
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![Circle](./Circle.png)
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![Circle](https://tmp-unreal-engine-tutorial-images.nyc3.digitaloceanspaces.com/Circle.png)
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2. In the **Content Drawer**, right-click and select **Import to Current Folder**, then choose the saved image.
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- This imports the Circle as a texture.
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1. Open `BP_Circle`.
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2. In **Event BeginPlay**, add the following:
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![Nameplate Update](./part-3-04-nameplate-change.png)
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![Nameplate Update](https://tmp-unreal-engine-tutorial-images.nyc3.digitaloceanspaces.com/part-3-04-nameplate-change.png)
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docs/docs/unreal/part-4.md

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- Update the module name in the Unreal project to `<your database name>`.
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- Your `BP_GameManager` should look something like this:
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![Maincloud Setup](./part-4-01-maincloud.png)
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![Maincloud Setup](https://tmp-unreal-engine-tutorial-images.nyc3.digitaloceanspaces.com/part-4-01-maincloud.png)
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To delete your Maincloud database, you can run: `spacetime delete -s maincloud <your database name>`
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