Wardogs — GameFeatures: Deathmatch

Extracted from cooked game data (UE 5.7 export JSON, read-only dump). Source folder: Plugins/GameFeatures/Deathmatch/ — 5 JSON files.


1. What This Folder Holds

The Deathmatch experience: a team-deathmatch game mode with a weapon-select screen before spawn, health regeneration, and a loadout that generates ammo.

File Type Role
Deathmatch.json GameFeatureData pack Main pack: match states, components, registries, HUD widget
Data/DA_DeathmatchStatus.json WDUIDeathmatchStatusData Status HUD entry view model
Data/DT_DeathmatchWeaponSelect.json DataTable 20 weapon-select rows
UI/Scene/DA_WeaponSelectData.json WDUIWeaponSelectData Weapon-select item view model
UI/Scene/DT_DeathmatchSceneData_Match.json DataTable 1 scene row

2. Match Flow

Order Match state
1 WDMatchState_PreMatch_WaitingForWorldLoad
2 WDMatchState_PreMatch_WaitingForReadyUp
3 DeathmatchRuntime.WDMatchState_Playing_Deathmatch
4 BHModularGameplay.BHMatchState_PostMatch

The match waits in WaitingForReadyUp (not WaitingForPlayerCount) before it starts. The name suggests a ready-up gate; the exact trigger is not in this folder.


3. Components

Host Component Role (from name)
WDGameMode B_DeathmatchSpawner Spawns players
WDMoverCharacter WDHealthRegenComponent Health regeneration
WDGameState B_FactionSetup_CreateTwoTeams Two-team factions
WDMoverPlayerCharacter WDDeathmatchWeaponSelectionComponent Weapon selection
WDMoverPlayerCharacter WDLoadoutAmmoGenerationComponent Generates loadout ammo

Two-team factions here, against three teams in KOTH and PvE scenarios.


4. Input, Registries and HUD

Item Value
Input IMC_PlayerController added via BHGameFeatureAction_AddInputContextMapping
Minimap registry TrackerData_Minimap → DT_TrackerData_Minimap
Scene registry UISceneData_Match → DT_DeathmatchSceneData_Match
HUD element UI.HUD.Element.GameModeStatus → W_DeathmatchStatus

5. Weapon Select (DT_DeathmatchWeaponSelect)

20 rows, one per weapon tag. Each row has a DeathmatchWeaponVariations list with an overridable description and icon (bOverwriteDescription, bOverwriteIcon). In the export, all rows have overrides turned off, so the item’s own name and icon are used.

Rows (weapon tags)
Id.Item.AK74M, M4, SKS, KH2002, A91, Glock17, M12G, MP9, SV98, SMG_03, Judge, LMG_02, M249, MK22, MMGL, RFB, SR_04, SVDM, TAR21, Vector

The UI scene row is UI.Scene.Deathmatch.WeaponSelect.


6. Status HUD

DA_DeathmatchStatus binds WDUIDeathmatchStatusEntryViewModel (in DeathmatchRuntime) as the entry view model. The entry’s data fields are not in the export.


7. How Values Combine

  • Weapon select runs before spawn in WaitingForReadyUp → Playing. The chosen weapon comes from the 20-row list.
  • Health regen is a component on the character, so it runs during the Playing state only if the component’s own gating allows it. That gating is not in this folder.

8. Still not pulled / limitations

  • Regen rate. WDHealthRegenComponent values are not in this folder.
  • Ammo amounts. WDLoadoutAmmoGenerationComponent rules are not in this folder.
  • Spawn logic. B_DeathmatchSpawner is a Blueprint and is not decoded.
  • Status entry fields. The view-model’s data fields are not in the export.
  • Weapon stats. The weapons’ own stats are in the Weapons folder, not here.