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Update MANUAL.md
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nxrighthere authored Sep 23, 2020
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Expand Up @@ -17,7 +17,7 @@ Getting started
UnrealCLR not tied to how organized the development environment. Any IDE such as [Visual Studio](https://visualstudio.microsoft.com), [Visual Code](https://code.visualstudio.com), or [Rider](https://www.jetbrains.com/rider/), can be used to manage a project. A programmer has full freedom to set up the building pipeline in any desirable way just as for a regular .NET library.

### Project
After [building and installing](https://github.com/nxrighthere/UnrealCLR#building) the plugin, use IDE or [CLI tool](https://docs.microsoft.com/en-us/dotnet/core/tools/dotnet-new) to create a [.NET class library](https://docs.microsoft.com/en-us/dotnet/core/tools/dotnet-new#classlib) project which targets .NET Core in any preferable location. Don't store source code in `%Project%/Managed` folder of the engine's project, it's used exclusively for loading and packaging user assemblies by the plugin.
After [building and installing](https://github.com/nxrighthere/UnrealCLR#building) the plugin, use IDE or [CLI tool](https://docs.microsoft.com/en-us/dotnet/core/tools/dotnet-new) to create a [.NET class library](https://docs.microsoft.com/en-us/dotnet/core/tools/dotnet-new#classlib) project which targets `net5.0` in any preferable location. Don't store source code in `%Project%/Managed` folder of the engine's project, it's used exclusively for loading and packaging user assemblies by the plugin.

Add a reference to `UnrealEngine.Framework.dll` assembly located in `Source/Managed/Framework/bin/Release` folder. Create a new or open a source code file in the .NET project and replace its content with the following code:

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