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.
WDHealthRegenComponentvalues are not in this folder. - Ammo amounts.
WDLoadoutAmmoGenerationComponentrules are not in this folder. - Spawn logic.
B_DeathmatchSpawneris 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.