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update Open Source Docs from Roblox internal teams
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content/common/navigation/cloud/reference.yaml

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versions:
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- name: v1
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path: /cloud/legacy/matchmaking/v1
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- title: Metrics
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type: cloudlegacy
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ignoreTranslation: true
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versions:
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- name: v1
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path: /cloud/legacy/metrics/v1
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- title: Notifications
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type: cloudlegacy
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ignoreTranslation: true

content/en-us/assets/publishing/experiences-places-assets/Place1.png

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content/en-us/characters/emotes.md

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StarterGui:SetCoreGuiEnabled(Enum.CoreGuiType.EmotesMenu, false)
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```
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In addition to disabling the menu, you can disable loading of user-owned emotes by setting the `Class.StarterPlayer.UserEmotesEnabled` property within **StarterPlayer** > **Character** to **false**. This specific property can only be set in Studio and cannot be set by scripts.
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In addition to disabling the menu, you can disable loading of user-owned emotes by setting the `Class.StarterPlayer.UserEmotesEnabled` property within **StarterPlayer** **Character** to **false**. This specific property can only be set in Studio and cannot be set by scripts.
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## Play emotes
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content/en-us/cloud-services/data-stores/data-stores-manager.md

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To access the Data Stores Manager:
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1. Go to Creations and select an experience.
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2. Go to **Configure** > **Data Stores Manager**.
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2. Go to **Configure** **Data Stores Manager**.
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<img src="./../../assets/data/data-store/Data-Stores-Manager-Page.png" alt="Overview of Data Stores Manager page displaying the Summary section, the Data Stores list, and the Keys list." />
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To schedule a data store or key for permanent deletion:
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1. Go to Creations and select an experience.
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2. Go to **Configure** > **Data Stores Manager**.
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2. Go to **Configure** **Data Stores Manager**.
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3. Click the **Action** menu next to the item you want to delete.
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4. Click **Mark for Deletion**.
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content/en-us/cloud-services/extended-services.md

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2. Go to **Extended Services**.
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3. If you haven't entered your account details and payment information yet, click **Add missing information** on the top banner.
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1. Enter your account information. The **Account type**, **Tax ID type**, and **Tax ID** fields are optional.
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- You can also go to **Finances** > **Account Information** under the **Extended Services** section to manage your account information. You don't need to update anything else on this page.
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3. Click **Next**.
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4. Enter a payment method. You can enter a new payment method or select from the available payment options already associated with your Roblox account.
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- You can also go to **Finances** > **Payments** to add new payment methods, or go to **Finances** > **Billing** to set a new default payment method.
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5. Click **Save**.
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- You can also go to **Finances** **Account Information** under the **Extended Services** section to manage your account information. You don't need to update anything else on this page.
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2. Click **Next**.
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3. Enter a payment method. You can enter a new payment method or select from the available payment options already associated with your Roblox account.
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- You can also go to **Finances** **Payments** to add new payment methods, or go to **Finances** **Billing** to set a new default payment method.
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4. Click **Save**.
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<h5>Account status</h5>
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To access the Extended Services billing dashboard:
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1. Go to **Finances** > **Billing**.
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1. Go to **Finances** **Billing**.
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2. Select the **Cloud services** tab to display the following:
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- Your pending balance, including month-to-date cost
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- Your billing history, including all Extended Services billing activity across your experiences
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<tr>
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<td style={{paddingBottom: '24px'}}>Storage</td>
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<td style={{paddingBottom: '24px'}}>64KB + (CCU x 1.2KB)</td>
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<td style={{paddingBottom: '24px'}}>$0.10 / GB Hours<sup>1</sup></td>
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<td style={{paddingBottom: '24px'}}>$0.10 / GB Hours&sup1;</td>
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</tr>
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</tbody>
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</table>
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<sup>1. GB Hours = the storage consumption multiplied by the amount of time. For example, 100GB Hours might equate to "100GB x 1 hour" or "200GB x 0.5 hours".</sup>
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<figcaption>&sup1; GB Hours = the storage consumption multiplied by the amount of time. For example, 100GB Hours might equate to "100GB x 1 hour" or "200GB x 0.5 hours".</figcaption>

content/en-us/cloud-services/secrets.md

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To view, create, or edit secrets, you must be the experience owner or group owner. You can have up to 500 secrets per experience.
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1. Navigate to the [Creator Dashboard](https://create.roblox.com/dashboard/creations).
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2. Select your experience, and then select **Secrets** > **Create Secret**.
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2. Select your experience, and then select **Secrets** **Create Secret**.
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3. Enter a name, the secret, and the applicable domain.
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For security reasons, the secrets store for each experience is only available to live servers or [collaborative testing](../studio/testing-modes.md#collaborative-testing) environments. If you try to access a secret during [local playtesting](../studio/testing-modes.md#playtesting), you'll receive a `Can't find secret with given key` error.
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To specify secrets for local testing, go to Studio and then go to **File** > **Game Settings** > **Security**. You can create new secrets and edit or delete existing secrets in the **Secrets** section.
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To specify secrets for local testing, go to Studio and then go to **File** **Game Settings** **Security**. You can create new secrets and edit or delete existing secrets in the **Secrets** section.
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<img src="../assets/data/secrets-store/LocalSecrets.png" width="750px" alt="View, create, edit secrets with the Secrets UI."/>
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<img src="../assets/data/secrets-store/LocalSecrets_Edit.png" width="750px" alt="Add a new secret with name secretName1, value 123456, and restricted to domain *.example.com."/>
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## Use secrets
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Before using secrets within your experience, you must enable **Allow HTTP Requests** in the **Security** section of Studio's **File** > **Game Settings** window. Then call `Class.HttpService:GetSecret()` within a script:
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Before using secrets within your experience, you must enable **Allow HTTP Requests** in the **Security** section of Studio's **File** **Game Settings** window. Then call `Class.HttpService:GetSecret()` within a script:
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```lua
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local HttpService = game:GetService("HttpService")

content/en-us/creator-rewards.md

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1. On Creator Dashboard, go to your [Creations](https://create.roblox.com/dashboard/creations) page
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and select the desired experience.
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2. Click **Monetization** > **Creator Rewards** in the left menu.
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2. Click **Monetization** **Creator Rewards** in the left menu.
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The dashboard displays the following metrics:
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content/en-us/discovery.md

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## Use Home Recommendations analytics to grow your experience
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The **Home Recommendations** dashboard helps you monitor these recommendation signals. To access it, go to **Analytics** > **Acquisition** on the Creator Hub and select the **Home Recommendations** tab.
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The **Home Recommendations** dashboard helps you monitor these recommendation signals. To access it, go to **Analytics** **Acquisition** on the Creator Hub and select the **Home Recommendations** tab.
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You can use the Home Recommendation dashboard to:
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content/en-us/input/index.md

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<Tabs>
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<TabItem label="Behavior">
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The behavior of `Class.UserInputService.PreferredInput|PreferredInput` is summarized in the following table. Its value changes based on the value of legacy `Class.UserInputService` properties such as `Class.UserInputService.KeyboardEnabled|KeyboardEnabled`, `Class.UserInputService.GamepadEnabled|GamepadEnabled`, and `Class.UserInputService.TouchEnabled|TouchEnabled`, as well as the player's most recent interaction with a connected gamepad or keyboard/mouse.
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The value of `Class.UserInputService.PreferredInput|PreferredInput` changes based on built‑in device inputs and the player's most recent interaction with a connected gamepad or keyboard/mouse. Examples include:
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<table>
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<thead>
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<tr>
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<th>`Class.UserInputService.KeyboardEnabled|KeyboardEnabled`;<br />`Class.UserInputService.GamepadEnabled|GamepadEnabled`;<br />`Class.UserInputService.TouchEnabled|TouchEnabled`</th>
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<th>Most Recent Interaction</th>
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<th>Real-World Scenario</th>
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<th>`PreferredInput`</th>
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<th>Example</th>
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</tr>
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</thead>
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<tbody>
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<td>`false`;&nbsp; `false`;&nbsp; `true`</td>
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<td>(don't&nbsp;care)</td>
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<td>Player is using a phone with no other connected input devices; no possibility of an input type change.</td>
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<td>`Enum.PreferredInput|Touch`</td>
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<td>⒜</td>
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</tr>
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<tr>
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<td>`true`;&nbsp; `false`;&nbsp; (don't&nbsp;care)</td>
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<td>(don't&nbsp;care)</td>
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<td>Player is using a mobile device with a bluetooth keyboard & mouse connected, but no gamepad is connected.</td>
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<td>`Enum.PreferredInput|KeyboardAndMouse`</td>
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<td>⒝</td>
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</tr>
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<tr>
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<td>`false`;&nbsp; `true`;&nbsp; (don't&nbsp;care)</td>
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<td>(don't&nbsp;care)</td>
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<td>Player is using a tablet with a bluetooth gamepad connected, but no keyboard or mouse is connected.</td>
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<td>`Enum.PreferredInput|Gamepad`</td>
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<td>⒞</td>
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</tr>
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<tr>
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<td>`true`;&nbsp; `true`;&nbsp; (don't&nbsp;care)</td>
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<td>Keyboard or Mouse</td>
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<td>Player is using an Xbox or PlayStation with a bluetooth keyboard & mouse connected and has most recently interacted with the keyboard or mouse.</td>
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<td>`Enum.PreferredInput|KeyboardAndMouse`</td>
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<td>⒟</td>
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</tr>
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<td>`true`;&nbsp; `true`;&nbsp; (don't&nbsp;care)</td>
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<td>Gamepad</td>
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<td>Player is on a Windows or Mac PC with a gamepad connected and has most recently interacted with the gamepad.</td>
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<td>`Enum.PreferredInput|Gamepad`</td>
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<td>⒠</td>
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</tbody>
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</table>
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<figcaption>⒜ Phone with no other connected input devices; no possibility of an input type change</figcaption>
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<figcaption>⒝ Mobile device with bluetooth keyboard and mouse connected, but no connected gamepad</figcaption>
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<figcaption>⒞ Tablet with a gamepad connected, but no connected mouse/keyboard</figcaption>
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<figcaption>⒟ Xbox or PlayStation with a bluetooth keyboard/mouse connected, and keyboard or mouse most recently interacted with</figcaption>
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<figcaption>⒠ Windows or Mac with a gamepad connected, and gamepad most recently interacted with</figcaption><br />
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<TabItem label="Benefits">
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Importantly, the `Class.UserInputService.PreferredInput|PreferredInput` property overcomes the following issues related to `Class.UserInputService.TouchEnabled` and `Class.UserInputService:GetLastInputType()`, both traditionally used to detect input types.

content/en-us/ip-licensing/creators.md

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## View license agreements
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To view all of your offers and license agreements, go to **Intellectual Property** **Licenses**. You can filter all license agreements by:
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<table>
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<thead>
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1. Go to **Intellectual Property** **Licenses**.
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2. Select the license offer you want to dispute.
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3. Under **Actions you can take**, click **dispute this license**.
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4. In the dispute modal, select one of the following reasons for the dispute:

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