Clean Unreal project at correct root
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Content/Variant_Shooter/Anims/ABP_FP_Pistol.uasset
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Content/Variant_Shooter/Anims/ABP_FP_Pistol.uasset
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Content/Variant_Shooter/Anims/ABP_FP_Weapon.uasset
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Content/Variant_Shooter/Anims/ABP_FP_Weapon.uasset
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Content/Variant_Shooter/Anims/ABP_TP_Pistol.uasset
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Content/Variant_Shooter/Anims/ABP_TP_Rifle.uasset
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Content/Variant_Shooter/Anims/Ctrl_HandAdjusment.uasset
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Content/Variant_Shooter/Anims/Ctrl_HandAdjusment.uasset
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Content/Variant_Shooter/Anims/Ctrl_HandAdjusment_Pistol.uasset
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Content/Variant_Shooter/Anims/Ctrl_HandAdjusment_Pistol.uasset
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Content/Variant_Shooter/Anims/FP_Rifle_Shoot_Montage.uasset
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Content/Variant_Shooter/Anims/FP_Rifle_Shoot_Montage.uasset
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Content/Variant_Shooter/Blueprints/AI/BP_ShooterAIController.uasset
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Content/Variant_Shooter/Blueprints/AI/BP_ShooterNPC.uasset
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Content/Variant_Shooter/Blueprints/AI/BP_ShooterNPC.uasset
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Content/Variant_Shooter/Blueprints/AI/BP_ShooterNPCSpawner.uasset
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Content/Variant_Shooter/Blueprints/AI/EQS/EQS_FindRoamLocation.uasset
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Content/Variant_Shooter/Blueprints/AI/EQS/EQS_FindRoamLocation.uasset
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Content/Variant_Shooter/Blueprints/AI/EQS/EQS_FindSnipingLocation.uasset
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Content/Variant_Shooter/Blueprints/AI/EQS/EnvQueryContext_Target.uasset
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Content/Variant_Shooter/Blueprints/AI/ST_Shooter.uasset
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Content/Variant_Shooter/Blueprints/AI/ST_Shooter_ShootAtTarget.uasset
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Content/Variant_Shooter/Blueprints/AI/StateTree/StateTreeTask_FaceActor.uasset
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Content/Variant_Shooter/Blueprints/BPI_Shooter.uasset
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Content/Variant_Shooter/Blueprints/BP_ShooterCharacter.uasset
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Content/Variant_Shooter/Blueprints/BP_ShooterGameMode.uasset
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Content/Variant_Shooter/Blueprints/BP_ShooterPlayerController.uasset
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Content/Variant_Shooter/Blueprints/Pickups/BPI_Pickups.uasset
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Content/Variant_Shooter/Blueprints/Pickups/BPI_Pickups.uasset
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Content/Variant_Shooter/Blueprints/Pickups/BPI_WeaponHolder.uasset
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Content/Variant_Shooter/Blueprints/Pickups/BP_ShooterPickup.uasset
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Content/Variant_Shooter/Blueprints/Pickups/BP_ShooterPickup.uasset
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Content/Variant_Shooter/Blueprints/Pickups/BP_ShooterWeaponBase.uasset
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Content/Variant_Shooter/Blueprints/Pickups/DT_WeaponList.uasset
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Content/Variant_Shooter/Blueprints/Pickups/ST_WeaponTableRow.uasset
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Content/Variant_Shooter/Blueprints/Pickups/Weapons/BP_ShooterWeapon_Rifle.uasset
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Content/Variant_Shooter/Input/Actions/IA_Shoot.uasset
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Content/Variant_Shooter/Input/Actions/IA_SwapWeapon.uasset
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Content/Variant_Shooter/Input/BPI_Touch_Shooter.uasset
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Content/Variant_Shooter/Input/IMC_Weapons.uasset
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Content/Variant_Shooter/Input/UI_TouchInterface_Shooter.uasset
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Content/Variant_Shooter/Input/UI_TouchInterface_Shooter.uasset
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Content/Variant_Shooter/Lvl_ArenaShooter.ini
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Content/Variant_Shooter/Lvl_ArenaShooter.ini
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@@ -0,0 +1,18 @@
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;METADATA=(Diff=true, UseCommands=true)
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[/Script/UnrealEd.WorldPartitionConvertCommandlet]
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EditorHashClass=/Script/CoreUObject.Class'/Script/Engine.WorldPartitionEditorSpatialHash'
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RuntimeHashClass=/Script/CoreUObject.Class'/Script/Engine.WorldPartitionRuntimeHashSet'
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bConvertActorsNotReferencedByLevelScript=True
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WorldOrigin=(X=0.000000,Y=0.000000,Z=0.000000)
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WorldExtent=(X=4398046511104.000000,Y=4398046511104.000000,Z=4398046511104.000000)
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DefaultHLODLayerAsset=None
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FoliageTypePath=/Game/FoliageTypes
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LandscapeGridSize=4
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DataLayerAssetFolder=/Game/Variant_Shooter/DataLayers/Lvl_ArenaShooter_WP/
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[/Script/Engine.WorldPartitionEditorSpatialHash]
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CellSize=12800
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WorldImage=None
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WorldImageTopLeftW=(X=0.000000,Y=0.000000)
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WorldImageBottomRightW=(X=0.000000,Y=0.000000)
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Content/Variant_Shooter/Lvl_ArenaShooter.umap
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Content/Variant_Shooter/Lvl_ArenaShooter.umap
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Content/Variant_Shooter/UI/M_BulletCounter.uasset
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Content/Variant_Shooter/UI/M_BulletCounter.uasset
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Content/Variant_Shooter/UI/UI_Shooter.uasset
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Content/Variant_Shooter/UI/UI_Shooter.uasset
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Content/Variant_Shooter/UI/UI_ShooterBulletCounter.uasset
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Content/Variant_Shooter/UI/UI_ShooterBulletCounter.uasset
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