X157 Dev Notes

One simulant attempts to share insight with others.

ShooterMaps Dissection

The ShooterMaps plugin uses ShooterCore for the base game play. It defines some maps and experiences as follows:

Interesting Maps

Common experience settings are further below, but 2 maps in particular warrant further investigation as they implement two different types of experience.

Other Maps

Differences to ShooterCore

Because ShooterCore contains an elimination map similar to L_Expanse, I’ll not cover that here.

Instead I’ll focus on the L_Convolution_Blockout map which is a control point experience.

Experience: B_LyraShooterGame_ControlPoints

Pawn Data: HeroData_ShooterGame

Same as Elimination experience

Action Sets

Same as Elimination experience

Experience Ability Sets

LyraPlayerState injections:

Component Parent Class
AbilitySet_ControlPoint ULyraAbilitySet

Ability Set: AbilitySet_Elimination

Ability Input Tag
GA_ShowLeaderboard_CP InputTag.Ability.ShowLeaderboard
GA_AutoRespawn  

Experience Component Injection

LyraGameState injections:

Same as Elimination experience, except for:

Component Parent Class Tick Group Scope
B_ControlPoint_Scoring B_ShooterGameScoringBase During Physics Client + Server
B_MusicManagerComponent_ControlPoint B_MusicManagerComponentBase During Physics Client

Experience Widgets

Slot ID Widget
HUD.Slot.TeamScore W_CPScoreWidget
HUD.Slot.ModeStatus W_ControlPointStatusWidget

Game Logic

All the same logic happens as for the Elimination experience, except for the few components that were swapped out above.

Logic from LyraGameState injections

B_ControlPoint_Scoring logic

todo

B_MusicManagerComponent_ControlPoint logic

todo