Wardogs — GameFeatures: Experiences Extracted from cooked game data (UE 5.7 export JSON, read-only dump). Source folder: Plugins/GameFeatures/Experiences/ — 11 JSON files. Two experiences: KOTH (1 file) and SniperShowdown (10 files).
1. What This Folder Holds Experiences are complete game modes. Each one is a GameFeature pack that sets match states, components, HUD widgets and data registries. Two are in this folder: KOTH (King of the Hill), and SniperShowdown , a sniper showdown mode with a stillness-detection mechanic.
Experience Files Mode KOTH 1 King of the Hill (control zone) SniperShowdown 10 Sniper showdown
2a. Match states Order Match state 1 WDMatchState_PreMatch_WaitingForWorldLoad 2 WDMatchState_PreMatch_WaitingForPlayerCount 3 ControlZoneRuntime.WDMatchState_Playing_KOTH 4 WDMatchState_PostMatch
2b. Components Host Component WDGameStateSession B_FactionSetup_CreateThreeTeams (three factions) WDGameModeSession WDKOTHPlayerSpawnManagerComponent WDGameStateSession WDItemRequirementsEvaluatorComponent
2c. Other World Partition: EDL_KOTH (external data layer). 3. SniperShowdown 3a. Match states Order Match state 1 WDMatchState_PreMatch_WaitingForWorldLoad 2 WDMatchState_PreMatch_WaitingForPlayerCount 3 SniperShowdownRuntime.WDMatchState_Playing_SniperShowdown 4 WDMatchState_PostMatch
3b. Components Host Component Role (inferred from name) WDGameStateSession B_SniperShowdown_FactionAssignmentComponent Assigns factions WDGameStateSession WDSniperShowdownLastKillTrackerComponent Tracks last kill WDGameStateSession B_SniperShowdown_MusicController Music WDGameModeSession B_SniperShowdown_PlayerSpawnManagerComponent Spawns players WDMoverPlayerCharacter B_SniperShowdown_ExplodeComponent Explode on defeat (inferred) WDMoverPlayerCharacter B_SniperShowdown_LoadoutComponent Loadout WDMoverPlayerCharacter B_SniperShowdown_OOBComponent Out-of-bounds handling WDMoverPlayerCharacter B_SniperShowdown_StillnessSpottingComponent Stillness-based spotting WDControlZone WDSniperShowdownControlZoneSeekerComponent Control zone seeking
Item Value Pawn data SniperShowdown_PlayerData (WDPawnData): B_SniperShowdown_MoverPlayerCharacter Scene registry UISceneData_Match → DT_SceneData_Match_SniperShowdown Event feed UIEventFeedData → DT_EventFeedTypes_SniperShowdown Tracker registries TrackerData_Minimap and TrackerData_TacticalMap → DT_TrackerData_Map_SniperShowdown HUD: leaderboard UI.HUD.Element.GameModeLeaderboard → W_SniperShowdown_Leaderboard HUD: timer UI.HUD.Element.Timer → W_SniperShowdown_Timer HUD: status UI.HUD.Element.GameModeStatus → W_SniperShowdown_Empty Persistent: fade out W_SniperShowdown_FadeOut, layer Upper Persistent: revealed W_SniperShowdown_Revealed, layer Lower
Row Self text Meaning UI.HUD.Element.EventFeed.Type.SniperShowdown.StandingStill “Keep moving or you will be revealed.” Warning: standing still is detected …Spotted “You have been revealed. Run.” You have been spotted …MovingClear “You are now hidden.” Cleared by moving
These three rows confirm the stillness mechanic: standing still reveals you; moving clears it.
3e. Scene and UI assets 4. How Values Combine Each experience is a self-contained mode. KOTH uses the control-zone runtime. SniperShowdown uses its own runtime and also a control zone with a seeker component. The stillness mechanic (SniperShowdown) is the only experience-level rule set in this folder. The event-feed rows make its three states explicit. 5. Still not pulled / limitations Stillness thresholds. The time or distance that defines “standing still” is in the StillnessSpottingComponent, which is in BP code and not in this folder. Explode and OOB rules. The rules inside ExplodeComponent and OOBComponent are not decoded here. Music and timers. Timer durations and music cues are not extracted. Leaderboard data. Empty in the export. Unnamed keys. Localised strings use _aaa… keys; their values are shown where the source string is present. 6. Item grants at spawn, by mode Static census in Round-12 spawn provisioning . No data asset lists a universal starting kit.
Source Where Items Label Player inventory component defaults Native constructor, 13 container setups None (empty DefaultContainerItems) Native SniperShowdown B_SniperShowdown_LoadoutComponent Added to WDMoverPlayerCharacter, server only; BeginPlay Id.Item.SmallBackpack, Id.Item.Glock17 (context Looted, amount 1) Data Deathmatch weapon selection and ammo components Added to WDMoverPlayerCharacter Chosen weapon plus magazines, selection-driven Native + Data KOTH, ShootingRange, Tutorial spawn managers WDGameModeSession No path into the item-add chain found Native (bounded) Normal gear (vendor purchase) Server_ApplyLoadout continuation 0x6BD5860 Purchased request rows Native Stash records WDStorageVaultComponent import 0x6CFE100 ITEMS and VEHICLES records Native Rejoin Server_RestoreInventory Rebuilt from the duplicated session Native
Order of these routes on a first spawn is not traced.