Wardogs — GameFeatures: ShootingRange

Extracted from cooked game data (UE 5.7 export JSON, read-only dump). Source folder: Plugins/GameFeatures/ShootingRange/ — 1 JSON file (Content/ShootingRange.json, 6 exports).


Season 02 update (2026-10-15)

  • Added a data registry source action that adds DT_SceneData_Match_ShootingRange to the UISceneData_Match registry (client and server source, asset priority 0).
  • Export count in this file: 5 → 6.

Full before/after list: Season 2 Changes → Game Modes & Maps.


1. What This Folder Holds

The base shooting-range experience: a match state, a three-team faction setup, a spawn manager, a shooting-range component, a world layer and a minimap tracker. It is the one-file pack for the range itself. The tutorial that runs on top of it is in ShootingRangeTutorial.


2. Match Flow and Components

Item Value
Match state ShootingRangeRuntime.WDMatchState_Playing_ShootingRange
Component on WDGameState B_FactionSetup_CreateThreeTeams (three factions)
Component on WDGameState WDShootingRangeComponent (ShootingRangeRuntime)
Component on WDGameModeSession WDShootingRangePlayerSpawnManagerComponent
World layer EDL_ShootingRange (external data layer)
Minimap registry TrackerData_Minimap → DT_TrackerData_Minimap
Scene data registry UISceneData_Match ← DT_SceneData_Match_ShootingRange

3. How It Is Used

  • The range runs in the single Playing_ShootingRange state. There is no pre-match or post-match state in this pack.
  • Three-team faction setup is shared with KOTH and the PvE scenarios.

4. Still not pulled / limitations

  • Range rules. WDShootingRangeComponent and the spawn manager are C++ classes with no values in this export.
  • Layer contents. The EDL_ShootingRange layer’s content is not in this folder.
  • Tracker rows. Not expanded here; see the Deathmatch and PvE docs for the shared minimap table layout.