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
MetaSoundSourceto the jet actor and plays it under theAudio.Context.Vehicle.Movingcontext. 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_Dopplerblueprint (/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.Fireand 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.
- See
docs/CROSS_REFERENCE.mdfor the project-wide cross-reference index of where referenced assets are defined.
- See