Wardogs — FlyByManager Game Feature Reference

Extracted from cooked game data (Wardogs/Plugins/GameFeatures/FlyByManager, 6 JSON files, all parsed). Build ++Wardogs+Live-CL-516586, UE 5.7.

What this is: the jet fly-by audio plugin. It has no numeric gameplay data. It registers gameplay cue and world-partition content, and defines six Crosstalk audio events for two jet types (Jet_01, Jet_02): a moving loop with a Doppler behaviour, a weapon-fire one-shot, and stop events.


1. Plugin Inventory

Asset Type Role
Content/FlyByManager GameFeatureData + 2 actions Plugin root
Content/Audio/Jet_01/Events/AE_Jet CrosstalkAudioEvent (+ AEB_Doppler_C behaviour) Jet_01 moving loop
Content/Audio/Jet_01/Events/AE_Jet_Fire CrosstalkAudioEvent Jet_01 weapon fire
Content/Audio/Jet_01/Events/AE_Jet_Stop CrosstalkAudioEvent Jet_01 moving stop
Content/Audio/Jet_02/Events/AE_Jet02 CrosstalkAudioEvent Jet_02 moving loop
Content/Audio/Jet_02/Events/AE_Jet02_Stop CrosstalkAudioEvent Jet_02 moving stop

2. Plugin Root (FlyByManager)

Action Setting
BHGameFeatureAction_AddGameplayCuePath Adds gameplay cue directory /FlyByManager/GameplayCues
GameFeatureAction_AddWorldPartitionContent External data layer EDL_FlyBy (/FlyByManager/DataLayers/EDL_FlyBy)

The root’s PrimaryAssetTypesToScan was not extracted.


3. Audio Events

Each CrosstalkAudioEvent is a list of behaviours. The name tag is the event the game triggers by name.

3a. Jet_01

Event Name tag Behaviours (in order) Sound Restart Context tag
AE_Jet none AEB_Doppler_C (Doppler behaviour, /Game/Audio/Behaviours/AEB_Doppler); AttachSoundToActor; PlaySound MSS_Vehicles_Jet (/FlyByManager/Audio/Jet_01/MSS_Vehicles_Jet) ESoundRestartBehavior::Always Audio.Context.Vehicle.Moving
AE_Jet_Fire Audio.Event.Vehicle.Jet.Fire AttachSoundToActor; PlaySound MSS_Vehicles_Jet_Firing none set Audio.Context.Vehicle.Weapon.Fire
AE_Jet_Stop Audio.Event.Vehicle.Jet.Moving.Stop StopSound (stops the moving loop) n/a Audio.Context.Vehicle.Moving

3b. Jet_02

Event Name tag Behaviours (in order) Sound Restart Context tag
AE_Jet02 Audio.Event.Vehicle.Jet02.Moving AttachSoundToActor; PlaySound MSS_Vehicles_Jet_02 (/FlyByManager/Audio/Jet_02/MSS_Vehicles_Jet_02) ESoundRestartBehavior::Always Audio.Context.Vehicle.Moving
AE_Jet02_Stop Audio.Event.Vehicle.Jet02.Moving.Stop StopSound (stops the moving loop) n/a Audio.Context.Vehicle.Moving

Note the asymmetry: Jet_01 has a dedicated fire event and a Doppler behaviour. Jet_02 has neither in this export.


4. How They Work Together

  • Moving: the moving event attaches a MetaSoundSource to the jet actor and plays it under the Audio.Context.Vehicle.Moving context. The stop event carries the same context, which suggests it halts that loop (inferred from the shared tag, not from an explicit sound reference). The Jet_01 version also runs the Doppler behaviour; its effect is not in this export.
  • Firing: Jet_01 plays its fire MetaSound under the weapon-fire context, separate from the moving loop.
  • The event name tags are how the game code requests a sound; the context tags group sounds so the stop events can find the right loop.

5. Still Not Pulled / Limitations

  • No numeric data. This plugin holds no speeds, altitudes, volumes or timings.
  • Doppler parameters live in the AEB_Doppler blueprint (/Game/Audio/Behaviours/AEB_Doppler), which is outside this plugin. Its settings were not extracted.
  • MetaSound contents (MSS_Vehicles_Jet, MSS_Vehicles_Jet_Firing, MSS_Vehicles_Jet_02) are referenced by path. Their internal parameters are not in the dump.
  • Trigger call sites (which game code fires Audio.Event.Vehicle.Jet.Fire and the Jet02 events, and when) are not in this plugin.
  • Stop-sound targets are inferred from the context tag, not from an explicit sound reference, since the stop behaviour has no sound field.