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Update MANUAL.md
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nxrighthere authored Sep 25, 2020
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Expand Up @@ -84,7 +84,7 @@ Build a .NET assembly to `%Project%/Managed` folder of the engine's project, and

Assemblies that no longer referenced and unused in the project will persist in `%Project%/Managed` folder. Consider maintaining this folder through IDE or automation scripts.

Enter the [play mode](https://docs.unrealengine.com/en-US/Engine/UI/LevelEditor/InEditorTesting/index.html) to execute managed code.
Enter the [play mode](https://docs.unrealengine.com/en-US/Engine/UI/LevelEditor/InEditorTesting/index.html) to execute managed code. Stop the play mode to unload assemblies from memory for further recompilation.

#### Blueprint functions

Expand Down Expand Up @@ -250,9 +250,13 @@ The engine's reflection system allows to dynamically invoke commands, functions,
Blueprint event dispatcher:

<p align="left">
<img src="https://github.com/Rageware/Images/blob/master/UnrealCLR/event-dispatcher.png" alt="event-dispatcher">
<img src="https://github.com/Rageware/Images/raw/master/UnrealCLR/event-dispatcher.png" alt="event-dispatcher">
</p>

```csharp
blueprint.Invoke($"TestEvent \"{ message }: \" { value }")
```

See [Actor.Invoke()](https://github.com/nxrighthere/UnrealCLR/blob/master/API/Actor-Invoke(string).md), [ActorComponent.Invoke()](https://github.com/nxrighthere/UnrealCLR/blob/master/API/ActorComponent-Invoke(string).md), and [AnimationInstance.Invoke()](https://github.com/nxrighthere/UnrealCLR/blob/master/API/AnimationInstance-Invoke(string).md) methods.

**Blueprint variables**
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